//
// Game.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using Microsoft.Extensions.Options;
using NosSmooth.Core.Stateful;
using NosSmooth.Game.Data;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Chat;
using NosSmooth.Game.Data.Inventory;
using NosSmooth.Game.Data.Maps;
using NosSmooth.Game.Data.Mates;
using NosSmooth.Game.Data.Raids;
using NosSmooth.Game.Data.Social;
namespace NosSmooth.Game;
/// <summary>
/// Represents base nostale game class with the character, current map, friends and current raid.
/// </summary>
public class Game : IStatefulEntity
{
private readonly GameOptions _options;
private Map? _currentMap;
/// <summary>
/// Initializes a new instance of the <see cref="Game"/> class.
/// </summary>
/// <param name="options">The options for the game.</param>
public Game(IOptions<GameOptions> options)
{
Semaphores = new GameSemaphores();
_options = options.Value;
}
/// <summary>
/// Gets the game semaphores.
/// </summary>
internal GameSemaphores Semaphores { get; }
/// <summary>
/// Gets the playing character of the client.
/// </summary>
public Character? Character { get; internal set; }
/// <summary>
/// Gets the mates of the current character.
/// </summary>
public Mates? Mates { get; internal set; }
/// <summary>
/// Gets or sets the inventory of the character.
/// </summary>
public Inventory? Inventory { get; internal set; }
/// <summary>
/// Get or sets the friends of the character.
/// </summary>
public IReadOnlyList<Friend>? Friends { get; internal set; }
/// <summary>
/// Gets or sets the skills of the player.
/// </summary>
public Skills? Skills { get; internal set; }
/// <summary>
/// Gets or sets the family.
/// </summary>
public Family? Family { get; internal set; }
/// <summary>
/// Gets or sets the group the player is in.
/// </summary>
public Group? Group { get; internal set; }
/// <summary>
/// Gets the current map of the client.
/// </summary>
/// <remarks>
/// Will be null until current map packet is received.
/// </remarks>
public Map? CurrentMap
{
get => _currentMap;
internal set { _currentMap = value; }
}
/// <summary>
/// Gets the active raid the client is currently on.
/// </summary>
/// <remarks>
/// May be null if there is no raid in progress.
/// </remarks>
public Raid? CurrentRaid { get; internal set; }
/// <summary>
/// Creates the mates if they are null, or updates the current mates.
/// </summary>
/// <param name="create">The function for creating the mates.</param>
/// <param name="update">The function for updating the mates.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the mates.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated mates.</returns>
internal Task<Mates?> CreateOrUpdateMatesAsync
(
Func<Mates?> create,
Func<Mates, Mates?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Mates,
() => Mates,
s => Mates = s,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the skills if they are null, or updates the current skills.
/// </summary>
/// <param name="create">The function for creating the skills.</param>
/// <param name="update">The function for updating the skills.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the skills.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated skills.</returns>
internal Task<Skills?> CreateOrUpdateSkillsAsync
(
Func<Skills?> create,
Func<Skills, Skills?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Skills,
() => Skills,
s => Skills = s,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the inventory if it is null, or updates the current inventory.
/// </summary>
/// <param name="create">The function for creating the inventory.</param>
/// <param name="update">The function for updating the inventory.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the inventory.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated inventory.</returns>
internal Task<Inventory?> CreateOrUpdateInventoryAsync
(
Func<Inventory?> create,
Func<Inventory, Inventory?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Inventory,
() => Inventory,
i => Inventory = i,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the family if it is null, or updates the current family.
/// </summary>
/// <param name="create">The function for creating the family.</param>
/// <param name="update">The function for updating the family.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the family.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated family.</returns>
internal async Task<Family?> CreateOrUpdateFamilyAsync
(
Func<Family?> create,
Func<Family, Family?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
var family = await CreateOrUpdateAsync
(
GameSemaphoreType.Family,
() => Family,
c => Family = c,
create,
update,
releaseSemaphore,
ct
);
await CreateOrUpdateCharacterAsync
(
() => new Character
{
Family = family
},
c =>
{
c.Family = family;
return c;
},
ct: ct
);
return family;
}
/// <summary>
/// Creates the friends if it is null, or updates the current friends.
/// </summary>
/// <param name="create">The function for creating the friends.</param>
/// <param name="update">The function for updating the friends.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the friends.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated friends.</returns>
internal Task<IReadOnlyList<Friend>?> CreateOrUpdateFriendsAsync
(
Func<IReadOnlyList<Friend>?> create,
Func<IReadOnlyList<Friend>, IReadOnlyList<Friend>?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Friends,
() => Friends,
c => Friends = c,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the group if it is null, or updates the current group.
/// </summary>
/// <param name="create">The function for creating the group.</param>
/// <param name="update">The function for updating the group.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the group.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated group.</returns>
internal Task<Group?> CreateOrUpdateGroupAsync
(
Func<Group?> create,
Func<Group, Group?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Group,
() => Group,
c => Group = c,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the character if it is null, or updates the current character.
/// </summary>
/// <param name="create">The function for creating the character.</param>
/// <param name="update">The function for updating the character.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the character.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated character.</returns>
internal Task<Character?> CreateOrUpdateCharacterAsync
(
Func<Character?> create,
Func<Character, Character?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Character,
() => Character,
c => Character = c,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the map if it is null, or updates the current map.
/// </summary>
/// <param name="create">The function for creating the map.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the map.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated character.</returns>
internal Task<Map?> CreateMapAsync
(
Func<Map?> create,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateAsync
(
GameSemaphoreType.Map,
m => CurrentMap = m,
create,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the map if it is null, or updates the current map.
/// </summary>
/// <param name="create">The function for creating the map.</param>
/// <param name="update">The function for updating the map.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the map.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated character.</returns>
internal Task<Map?> CreateOrUpdateMapAsync
(
Func<Map?> create,
Func<Map?, Map?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync<Map?>
(
GameSemaphoreType.Map,
() => CurrentMap,
m => CurrentMap = m,
create,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Updates the current raid, if it is not null.
/// </summary>
/// <param name="update">The function for updating the raid.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the raid.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated raid.</returns>
internal Task<Raid?> UpdateRaidAsync
(
Func<Raid, Raid?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Raid,
() => CurrentRaid,
m => CurrentRaid = m,
() => null,
update,
releaseSemaphore,
ct
);
}
/// <summary>
/// Creates the raid if it is null, or updates the current raid.
/// </summary>
/// <param name="create">The function for creating the raid.</param>
/// <param name="update">The function for updating the raid.</param>
/// <param name="releaseSemaphore">Whether to release the semaphore used for changing the raid.</param>
/// <param name="ct">The cancellation token for cancelling the operation.</param>
/// <returns>The updated raid.</returns>
internal Task<Raid?> CreateOrUpdateRaidAsync
(
Func<Raid?> create,
Func<Raid, Raid?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
return CreateOrUpdateAsync
(
GameSemaphoreType.Raid,
() => CurrentRaid,
m => CurrentRaid = m,
create,
update,
releaseSemaphore,
ct
);
}
private async Task<T> CreateAsync<T>
(
GameSemaphoreType type,
Action<T> set,
Func<T> create,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
await Semaphores.AcquireSemaphore(type, ct);
try
{
var current = create();
set(current);
return current;
}
finally
{
if (releaseSemaphore)
{
Semaphores.ReleaseSemaphore(type);
}
}
}
private async Task<T?> CreateOrUpdateAsync<T>
(
GameSemaphoreType type,
Func<T?> get,
Action<T?> set,
Func<T?> create,
Func<T, T?> update,
bool releaseSemaphore = true,
CancellationToken ct = default
)
{
await Semaphores.AcquireSemaphore(type, ct);
try
{
var current = get();
if (current is null)
{
current = create();
}
else
{
current = update(current);
}
set(current);
return current;
}
finally
{
if (releaseSemaphore)
{
Semaphores.ReleaseSemaphore(type);
}
}
}
}