RPS play again signal from remote user.
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a5ca0c1976
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ffdd292550
@ -268,12 +268,41 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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break;
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}
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case GameRfPurposePlayAgain: {
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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furi_string_set(name, sender_name);
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GameEvent event = {
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.type = GameEventRemotePlayAgain, .sender_name = name, .game_number = game_number};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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break;
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}
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case GameRfPurposeQuit: {
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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furi_string_set(name, sender_name);
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GameEvent event = {
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.type = GameEventRemoteQuit, .sender_name = name, .game_number = game_number};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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break;
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}
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case GameRfPurposeJoin:
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if(index >= len) {
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FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message);
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return;
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} else {
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sender_contact = (char*)message + index;
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while(index < len) {
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if(message[index] == '\n' || message[index] == '\r') {
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message[index] = 0;
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break;
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}
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index++;
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}
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FURI_LOG_T(TAG, "Join had contact of >%s<", sender_contact);
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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@ -297,6 +326,13 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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return;
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} else {
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sender_contact = (char*)message + index;
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while(index < len) {
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if(message[index] == '\n' || message[index] == '\r') {
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message[index] = 0;
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break;
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}
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index++;
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}
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FURI_LOG_T(TAG, "Join acknowledge for game %d.", game_number);
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FURI_LOG_T(TAG, "Join ack had contact of >%s<", sender_contact);
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@ -1015,6 +1051,38 @@ static void rps_broadcast_not_beacon(GameContext* game_context) {
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rps_broadcast(game_context, data->buffer);
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}
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static void rps_broadcast_play_again(GameContext* game_context) {
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GameData* data = game_context->data;
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FURI_LOG_I(TAG, "Sending play again");
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// The message for game 42 should look like... "YourFlip: RPS:PA042\r\n"
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furi_string_printf(
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data->buffer,
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"%s: %s:%c%c%03u\r\n",
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furi_hal_version_get_name_ptr(),
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RPS_GAME_NAME,
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GameRfPurposePlayAgain,
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MAJOR_VERSION,
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data->game_number);
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rps_broadcast(game_context, data->buffer);
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}
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static void rps_broadcast_quit(GameContext* game_context) {
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GameData* data = game_context->data;
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FURI_LOG_I(TAG, "Sending quit");
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// The message for game 42 should look like... "YourFlip: RPS:QA042\r\n"
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furi_string_printf(
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data->buffer,
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"%s: %s:%c%c%03u\r\n",
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furi_hal_version_get_name_ptr(),
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RPS_GAME_NAME,
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GameRfPurposeQuit,
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MAJOR_VERSION,
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data->game_number);
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rps_broadcast(game_context, data->buffer);
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}
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// Send message that indicates Flipper is joining a specific game.
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// We broadcast - "YourFlip: " + "RPS:" + join"J" + version"A" + game"###" + "NYourNameHere" + "\r\n"
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// @param game_context pointer to a GameContext.
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@ -2240,17 +2308,19 @@ int32_t rock_paper_scissors_app(void* p) {
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event.input.type == InputTypeShort) {
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switch(event.input.key) {
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case InputKeyLeft:
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game_context->data->keyboard_col = 0; // YES
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game_context->data->keyboard_col = 0; // YES - Play again
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break;
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case InputKeyRight:
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game_context->data->keyboard_col = 1; // NO
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game_context->data->keyboard_col = 1; // NO - Back to main menu
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break;
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case InputKeyOk:
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if(game_context->data->keyboard_col == 1) {
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rps_broadcast_quit(game_context);
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game_context->data->local_player = StateMainMenuHost;
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game_context->data->remote_player = StateUnknown;
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game_context->data->screen_state = ScreenMainMenu;
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} else {
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rps_broadcast_play_again(game_context);
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game_context->data->remote_player = StateReady;
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game_context->data->remote_move_tick = furi_get_tick();
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game_context->data->local_player = StateReady;
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@ -2335,6 +2405,18 @@ int32_t rock_paper_scissors_app(void* p) {
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FURI_LOG_I(TAG, "Remote not beacon detected. game number %03u", event.game_number);
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remote_games_remove(game_context, &event);
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break;
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case GameEventRemotePlayAgain:
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game_context->data->remote_player = StateReady;
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game_context->data->remote_move_tick = furi_get_tick();
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game_context->data->local_player = StateReady;
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game_context->data->local_move_tick = furi_get_tick();
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game_context->data->screen_state = ScreenPlayingGame;
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break;
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case GameEventRemoteQuit:
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game_context->data->local_player = StateMainMenuHost;
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game_context->data->remote_player = StateUnknown;
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game_context->data->screen_state = ScreenMainMenu;
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break;
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case GameEventRemoteJoined:
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if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) {
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if(event.game_number == game_context->data->game_number) {
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@ -170,6 +170,8 @@ typedef enum {
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GameRfPurposeJoin = 'J', // Join a game.
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GameRfPurposeJoinAcknowledge = 'A', // Acknowledge a join request.
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GameRfPurposeMove = 'M', // Player move.
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GameRfPurposePlayAgain = 'P', // Play another game.
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GameRfPurposeQuit = 'Q', // Quit, don't play another game.
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} GameRfPurpose;
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// Messages in our event queue are one of the following types.
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@ -182,6 +184,8 @@ typedef enum {
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GameEventRemoteJoined,
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GameEventRemoteJoinAcknowledged,
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GameEventLocalMove,
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GameEventRemotePlayAgain,
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GameEventRemoteQuit,
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GameEventRemoteMove,
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GameEventSendMove,
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GameEventPlaySong,
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