|
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Reflection;
using Pfz.Threading;
namespace Pfz.RemoteGaming
{
/// <summary>
/// Class used by the emitted RemoteGameComponent classes. You don't need to use it directly, but it must be public to be acessible by
/// the emitted classes.
/// </summary>
[Serializable]
public sealed class RemoteGameProperty:
IEquatable<RemoteGameProperty>
{
#region Static Area
#region Fields
internal static YieldReaderWriterLockSlim _propertiesLock;
internal static List<RemoteGameProperty> _properties = new List<RemoteGameProperty>();
#endregion
#region GetAllProperties
/// <summary>
/// Gets a copy of all available game properties.
/// Note that such list changes everytime a RemoteGameClient connects.
/// </summary>
public RemoteGameProperty[] GetAllProperties()
{
_propertiesLock.EnterReadLock();
try
{
return _properties.ToArray();
}
finally
{
_propertiesLock.ExitReadLock();
}
}
#endregion
#region GetPropertyValueById
/// <summary>
/// Gets the value of a property by id.
/// </summary>
public static T GetPropertyValueById<T>(int id, RemoteGameComponent component)
{
if (component == null)
throw new ArgumentNullException("component");
RemoteGameProperty info;
_propertiesLock.EnterReadLock();
try
{
if (id < 0 || id >= _properties.Count)
throw new RemoteGameException("Can't find the given property by id. Is a RemoteGameClient or Listener running?");
info = _properties[id];
}
finally
{
_propertiesLock.ExitReadLock();
}
object result;
component._componentLock.EnterReadLock();
try
{
component.CheckUndisposed();
if (component._values.TryGetValue(id, out result))
return (T)result;
}
finally
{
component._componentLock.ExitReadLock();
}
return default(T);
}
#endregion
#region SetPropertyValueById
/// <summary>
/// Sets the value of a property by id.
/// </summary>
public static void SetPropertyValueById<T>(int id, RemoteGameComponent component, T value)
{
object valueAsObject = value;
if (object.Equals(value, default(T)))
{
_SetPropertyValueById(id, component, null, component.IsClientComponent);
valueAsObject = null;
}
else
_SetPropertyValueById(id, component, value, component.IsClientComponent);
var client = component._client;
if (client != null)
client._GenerateNotificationIfNeeded();
}
internal static void _SetPropertyValueById(int id, RemoteGameComponent component, object value, bool setByClient)
{
if (component == null)
throw new ArgumentNullException("component");
RemoteGameProperty info;
_propertiesLock.EnterReadLock();
try
{
if (id < 0 || id >= _properties.Count)
throw new RemoteGameException("Can't find the given property by id. Is a RemoteGameClient or Listener running?");
info = _properties[id];
}
finally
{
_propertiesLock.ExitReadLock();
}
if (info._isClientProperty != setByClient && !component._isParticipantDisconnected)
throw new RemoteGameException("A client property is set by the server or vice-versa.");
object oldValueObject;
component._componentLock.EnterWriteLock();
try
{
component.CheckUndisposed();
component._values.TryGetValue(id, out oldValueObject);
if (object.Equals(oldValueObject, value))
return;
if (value == null)
component._values.Remove(id);
else
component._values[id] = value;
if (!info._isVolatile)
component._changes[id] = value;
}
finally
{
component._componentLock.ExitWriteLock();
}
}
#endregion
#region _GetVolatileProperties
private static YieldReaderWriterLockSlim _volatilePropertiesLock;
private static Dictionary<Type, RemoteGameProperty[]> _volatileProperties = new Dictionary<Type, RemoteGameProperty[]>();
internal static RemoteGameProperty[] _GetVolatileProperties(Type type)
{
RemoteGameProperty[] result;
_volatilePropertiesLock.EnterReadLock();
try
{
_volatileProperties.TryGetValue(type, out result);
}
finally
{
_volatilePropertiesLock.ExitReadLock();
}
if (result != null)
return result;
_volatilePropertiesLock.EnterUpgradeableLock();
bool upgraded = false;
try
{
if (_volatileProperties.TryGetValue(type, out result))
return result;
var volatileProperties = new List<RemoteGameProperty>();
_propertiesLock.EnterReadLock();
try
{
foreach(var property in _properties)
if (property._isVolatile)
if (type.IsSubclassOf(property._declaringType))
volatileProperties.Add(property);
}
finally
{
_propertiesLock.ExitReadLock();
}
result = volatileProperties.ToArray();
_volatilePropertiesLock.UpgradeToWriteLock();
upgraded = true;
_volatileProperties.Add(type, result);
}
finally
{
if (upgraded)
_volatilePropertiesLock.ExitUpgradedLock();
else
_volatilePropertiesLock.ExitUpgradeableLock();
}
return result;
}
#endregion
#region GetVolatileProperties
/// <summary>
/// Gets a collection with all volatile game properties found on the given type.
/// </summary>
public static ReadOnlyCollection<RemoteGameProperty> GetVolatileProperties(Type type)
{
if (type == null)
throw new ArgumentNullException("type");
if (!typeof(RemoteGameComponent).IsAssignableFrom(type))
throw new ArgumentException("type must be a RemoteGameComponent.", "type");
var volatileProperties = _GetVolatileProperties(type);
var readOnlyProperties = new ReadOnlyCollection<RemoteGameProperty>(volatileProperties);
return readOnlyProperties;
}
#endregion
#endregion
#region Constructor
internal RemoteGameProperty(int id, Type declaringType, Type propertyType, string name, bool isClientProperty, bool isVolatile)
{
_id = id;
_declaringType = declaringType;
_propertyType = propertyType;
_name = name;
_isClientProperty = isClientProperty;
_isVolatile = isVolatile;
}
#endregion
#region Properties
#region Id
internal readonly int _id;
/// <summary>
/// Gets the Id of this property. Such Id is unique between all game-properties, independent of the class.
/// </summary>
public int Id
{
get
{
return _id;
}
}
#endregion
#region DeclaringType
internal readonly Type _declaringType;
/// <summary>
/// Gets the type that declares this game property.
/// </summary>
public Type DeclaringType
{
get
{
return _declaringType;
}
}
#endregion
#region PropertyType
internal readonly Type _propertyType;
/// <summary>
/// Gets the type of the property.
/// </summary>
public Type PropertyType
{
get
{
return _propertyType;
}
}
#endregion
#region Name
internal readonly string _name;
/// <summary>
/// Gets the name of the property.
/// </summary>
public string Name
{
get
{
return _name;
}
}
#endregion
#region IsClientProperty
internal readonly bool _isClientProperty;
/// <summary>
/// Gets a value indicating if this property is changeable from the client side.
/// </summary>
public bool IsClientProperty
{
get
{
return _isClientProperty;
}
}
#endregion
#region IsVolatile
internal readonly bool _isVolatile;
/// <summary>
/// Gets a value indicating if this property is volatile.
/// Volatile game properties are sent again each frame, so a lost frame doesn't cause a delay until
/// it is received, as it can be discarded.
/// </summary>
public bool IsVolatile
{
get
{
return _isVolatile;
}
}
#endregion
#endregion
#region Methods
#region Equals
/// <summary>
/// Compares this property info with another one.
/// </summary>
public bool Equals(RemoteGameProperty other)
{
if (other == null)
return false;
return _id == other._id;
}
/// <summary>
/// Compares this property info with another object.
/// </summary>
public override bool Equals(object obj)
{
var other = obj as RemoteGameProperty;
return Equals(other);
}
#endregion
#region GetHashCode
/// <summary>
/// Gets the Id of this property as the hashcode.
/// </summary>
public override int GetHashCode()
{
return _id;
}
#endregion
#region GetPropertyInfo
/// <summary>
/// Tries to get a real property-info based on this game property info.
/// </summary>
public PropertyInfo GetPropertyInfo()
{
var result = _declaringType.GetProperty(_name);
if (result == null)
throw new RemoteGameException("Can't find property " + _name + " in type " + _declaringType.FullName);
return result;
}
#endregion
#endregion
}
}
|
By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.
If a file you wish to view isn't highlighted, and is a text file (not binary), please
let us know and we'll add colourisation support for it.
I started to program computers when I was 11 years old, as a hobbyist, programming in AMOS Basic and Blitz Basic for Amiga.
At 12 I had my first try with assembler, but it was too difficult at the time. Then, in the same year, I learned C and, after learning C, I was finally able to learn assembler (for Motorola 680x0).
Not sure, but probably between 12 and 13, I started to learn C++. I always programmed "in an object oriented way", but using function pointers instead of virtual methods.
At 15 I started to learn Pascal at school and to use Delphi. At 16 I started my first internship (using Delphi). At 18 I started to work professionally using C++ and since then I've developed my programming skills as a professional developer in C++ and C#, generally creating libraries that help other developers do their work easier, faster and with less errors.
Want more info or simply want to contact me?
Take a look at:
http://paulozemek.azurewebsites.net/
Or e-mail me at: paulozemek@outlook.com
Codeproject MVP 2012, 2015 & 2016
Microsoft MVP 2013-2014 (in October 2014 I started working at Microsoft, so I can't be a Microsoft MVP anymore).