I'm creating a console game as simple as "I generate a random number, find it", but with many options.
My current code (without what I want here) is availlable on GitHub: https://github.com/crakmaniaque/trouvezmoi
What I want is to create a version of my game which will be timed, so the computer generates numbers, the user finds it, it generates a new one and the player have 90 seconds to find a max lot of random numbers. I can code this easily.
What I will need help is to stop the game (a thread) after 90 seconds and retrieve the number of answers founded from the thread. The Console.Title should also show time remaining. The attempt I've tried works, but the thread is not interrupted if console is asking for number input (Console.ReadLine()). But the timer is for the entire process, not only user input.
private static void timerb()
{
int t = 90;
for (int i = 0; i < 90; i++)
{
Console.Title = t + " seconds remaining";
Thread.Sleep(1000);
t--;
}
}
private static void cGame()
{
Thread t = new Thread(timerb);
t.Start();
while (t.IsAlive)
{
bool good = false;
int rnd = new Random().Next(0,10); // 0 and 10 are sample
while (!good)
{
try
{
Console.Write("Enter a number between x and y >");
int i = int.Parse(Console.ReadLine());
if (i == rnd)
{
good = true;
}
}
catch (FormatException)
{
Console.WriteLine("Invalid answer.");
}
}
}
}
I don't know much about threading and at that point I'm stuck.
Can someone help me with my problem? I'm using .NET 2.0.
Perhaps you are looking for a timer? You could register an event, that would fire after 90 seconds, that would run while the loop is happening. The documentation can be found here: Timer class MSDN documentation.
I believe the usage would be:
Timer timer = new Timer { Interval = new Timespan (0,1,30);
timer.elapsed += //function to fire to kill the app or the game
You'd need to make each console read with a timeout equal to the amount of time left in the game. That solves that issue.
Then, you need a way to signal the timerb thread to shut down when the main game loop has ended. I think the simplest way would be to end the game loop when the remaining time is <= zero. Alternatively, you could make timerb singnal the main thread to shut down when t == 0. Inter-thread communication is always complicated and error-prone, though.
You can signal the timerb thread to shut down by setting a volatile bool shutdown to true and by making timerb poll that variable and shut itself down.
Related
I am working on a MUD (Text based multiplayer RPG, in case you don't know) as a hobby. I had all my monster spawners each on their own thread, but quickly ran into issues keeping the code synchronized and realized it was way overkill anyway. I moved all the spawners (which handle their own spawns logic--so each spawner runs 3 or 4 monsters and replaces them if they die) to a single child thread of the main thread. There I have a "World" class loop over every spawner in the game to run its monster's logic. In theory nothing should really change. I barely modified the code. I just have it called from a single loop in 1 thread instead of each spawner looping for itself in its own thread.
Here's where things get weird and why I'm here asking for help (And I've already spent a few hours googling and troubleshooting). When I start the server nothing happens. I have debugging console writes everywhere and nothing shows up. So naturally I placed some breakpoints and while hitting F10 and walking through the logic (finding no issues) I start seeing the console writes showing up as I pass over them. If I sit there and press F10 forever I can essentially "manually" run the server... But as soon as I hit "Continue" to pause debugging everything stops. The server is still up, and I can set a breakpoint again and walk repeat the whole process.
What on earth!?
I've only been coding for about 10 years but I have never seen anything like this. Has anyone ever experience this before? I'll paste the code that runs the logic below, but again everything works perfectly if I just spam F10 via a breakpoint, lol.
EDIT: I forgot to mention that before the code refactor bringing everything back to 1 thread EVERYTHING WORKED PERFECTLY. So, having it suddenly not running, and only "working" if I spam F10 from a breakpoint is just weird.
World instance code that manages the spawners
internal static void StartSpawnerThread() {
SpawnThread = new Thread(DoSpawnerLogic) {
Name = "SpawnerThread"
};
SpawnThread.Start();
}
internal static void DoSpawnerLogic() {
while (true) {
for (int i = 0; i < SpawnerList.Count; i++) {
SpawnerList[i].SpawnLogic();
}
if (NewSpawners.Count > 0) {
SpawnerList.AddRange(NewSpawners);
NewSpawners.Clear();
}
if (RemoveSpawners.Count > 0) {
for (int i = 0; i < RemoveSpawners.Count; i++) {
SpawnerList.Remove(RemoveSpawners[i]);
}
RemoveSpawners.Clear();
}
// Regulates AI logic to roughly 30 ticks a second.
//Thread.Sleep(33);
}
}
Spawner code that handles spawning and executing the AI of the spawns
[OnDeserialized]
private void StartSpawn(StreamingContext context) {
_spawning = true;
_spawns = new List<Mobile>();
_deadSpawn = new List<Mobile>();
World.NewSpawners.Add(this);
ActiveSpawnerCount++;
Console.WriteLine(ActiveSpawnerCount + " spawners active...");
//Thread thread = new Thread(SpawnLogic);
//thread.Name = "Spawner-" + ActiveSpawnerCount++;
//World.SpawnThreads.Add(thread);
//thread.Start();
}
internal void SpawnLogic() {
Random rand = new Random();
DateTime spawnTime = DateTime.Now.Add(new TimeSpan(0, 0, 1));
if (_spawning) {
if (_spawns.Count < MaxNumberOfSpawn) {
if (spawnTime < DateTime.Now) {
Mobile newMob = new Mobile(_spawnData[rand.Next(0, _spawnData.Length)], this);
_spawns.Add(newMob);
newMob.Stats.OnZeroHealth += QueueDestroyMob;
newMob.Move(_location);
World.Mobiles.Add(newMob.ID, newMob);
spawnTime = DateTime.Now.Add(new TimeSpan(0, 0, 1));
Console.WriteLine(string.Format("{0} spawned in {1} at {2}",
newMob.FullName, _location, spawnTime));
}
}
foreach (Mobile mob in _spawns) {
if (!mob.IsDead)
mob.ExecuteLogic();
}
if (_deadSpawn.Count > 0) {
lock (_deadSpawn) {
for (int i = 0; i < _deadSpawn.Count; i++) {
DestroyMob(_deadSpawn[i]);
}
_deadSpawn.Clear();
}
}
}
}
I want my game's screen to have a timer on screen that shows how many seconds have passed (representing the player's point score). I am able to get the timer on screen, however, the counter freaks out and my console doesn't print the result correctly either. Any ideas?
I've tried to use timer.Elapsed however SplashKit (what i must use) does not seem to recognise that.
Sorry if this is a repeated question, I am new to programming and have searched around but couldn't find anything I could comprehend/assist.
public void Timer()
{
//begin timer and print results
timer.Start();
//write to console how many milliseconds have passed, and divide by 1000 for seconds.
Console.WriteLine($":{timer.Ticks} milliseconds have passed");
Console.WriteLine($"which is {timer.Ticks /1000} seconds");
//covert timer.Ticks to string and store into string 'score
score = Convert.ToString(timer.Ticks);
//assign font
Font Quicksand = SplashKit.LoadFont("Quicksand", "Resources\\fonts\\Quicksand-Regular.otf");
//use SplashKit to print to screen..
SplashKit.DrawText(score, Color.Black, Quicksand, 70, 700, 900);
}
+1 to Eric j's comment- all the Timer types the framework that I know of are not for providing stopwatch style "the game has been running 5 minutes" type functions directly themselves. They're classes that raise an event at some predefined interval. The actual timing of the game, if using a Timer, would be done by you by recording the start time and differencing the time now to it upon the timer elapsing it's interval:
public class Whatever{
private Timer _t = new Timer();
private DateTime _start;
public Whatever(){ //constructor
_t.Elapsed += TimerElapsed; //elapsed event handled by TimerElapsed method
_t.Interval = 1000; //fire every second
}
public void StartGame(){
_start = DateTime.UtcNow;
_t.Start();
}
private void TimerElapsed(){
Console.WriteLine("Game has been running for " + (DateTime.UtcNow - _start));
}
The timer interval merely controls how often the clock will update on screen. If you're offering game times of 10.1,10.2 seconds etc then make the timer interval less than 100 (updates more than once every 0.1 seconds) for example
It's not clear what type timer is, but the property Elapsed is probably a TimeSpan.
The total seconds including decimal amount is present in the double value:
timer.Elapsed.TotalSeconds
You can truncate that to an integer by casting it
var seconds = (int)timer.Elapsed.TotalSeconds;
I want to make countdown timer that will return value of bool when he is active , so I can check on other script if is active give double points if is not then you need to give normal points..
I want to make it more complicated and I want to add time on timer if the timer is active, if is not then we use default time on countdown...
I don't know how to use courutine specially when I need to add time if the timer is not over..
Lets say like a example:
I pick up power up and timer starts for 5 seconds counting to 0.
If i pick up again powerup and timer is on lets say 3 , Power up need to have now 8 seconds. When powerup is over he must go from 5 seconds when player pick up new one..
Here is my code that doesn't work how I want also my code doesn't have a function to add time to power up when power up is active.. In other words I don't know how i can check if powerup is active and if yes just to add to counter 5 more seconds..
Here is code that doesn't contain adding time it only contains working counter..
void startDoublePoints()
{
StartCoroutine("doublePoints");
Time.timeScale = 1;
}
//Simple courutine
IEnumerator doublePoints()
{
while (true)
{
yield return new WaitForSeconds(1);
timeLeft--;
}
}
I hope someone will explain me more about how I can achieve my goal.. I hope I explained what I need to achieve.. If you do not understand something please ask on comment and I will try to explain it again..
Thank you so much community I don't know how would I learn anything without this great place :)
float powerUpTimer;
bool isDoublePoints = false;
void Update()
{
// Check timer only when Power up time
if(isDoublePoints)
{
// Countdown the timer with update time
powerUpTimer -= Time.deltaTime;
if(powerUpTimer <= 0)
{
// End of power up time
isDoublePoints = false;
powerUpTimer = 0;
}
}
}
// Add any time player picks to timer
public void OnPickPowerUp(float buffTime)
{
isDoublePoints = true;
powerUpTimer += buffTime;
}
I am working on voltmeter application, that draws voltage waveform. Hardware sends 1000 numbers (range 0 - 1023, always whole numbers) in string format per second through serial port.
public SerialPort serialPort = new SerialPort("COM3", 57600);
serialPort.Open();
String is converted into int and then drawn with DrawLine into PictureBox.
// variable declarations, all is int, runs in its own thread
while (blToMeasure) // true after clicking on button
{
iPrevY = iY;
iY = Int16.Parse(serialPort.ReadLine());
graphicsGraph.DrawLine(penBlack, iX, iPrevY, iX + 1, iY);
// only this thread is accessing PictureBox
iX++;
if (iX > picBoxGraph.Width)
{
graphicsGraph.Clear(SystemColors.Control);
iX = 0;
}
if (iY > picBoxGraph.Height)
{
}
}
Issue is that drawing lines itself is fast as it should be only for a couple of seconds, but gets gradually slower.
I tried Int.Parse, Int32.Parse and splitting thread function multiple ways using lock (graphicsGraph) (moving conditions with Clear into another thread) or using BlockingCollection<int> (moving DrawLine into another thread, away from Parse). Nothing seems to work and app still gets slower a couple of times after like a minute of running.
There isn't issue with hardware itself, checked with another software. Is this too fast for C#?
Solution:
I got the best results using Port.ReadTimeout = 1 and Port.DiscardInBuffer(). Also using Form.DoubleBuffered = true, but it doesn't make a huge difference in this particular case.
// constructor
Port.ReadTimeout = 1;
Form.DoubleBuffered = true;
Here is the loop itself:
btn.Click() // click to start measuring
{
Port.DiscardInBuffer();
blToMeasure = true;
}
while (blToMeasure) // true after clicking on button
{
iPrevY = iY;
try {
iY = Int16.Parse(serialPort.ReadLine());
}
catch
{
// exception logic
}
graphicsGraph.DrawLine(penBlack, iX, iPrevY, iX + 1, iY);
// only this thread is accessing PictureBox
iX++;
if (iX > picBoxGraph.Width)
{
graphicsGraph.Clear(SystemColors.Control);
iX = 0;
}
if (iY > picBoxGraph.Height)
{
}
}
When the app starts to read from the port, there is always accumulated data, because my hardware is sending numbers all the time, so I get rid of the buffer. Than the drawing of lines is not executed in differing spikes and the speed is constant. Analyzing the issue with Watch, I found out, that it occasionaly takes much longer to read this data and because of 1000 reads per second, it slows down. So to prevent slowing down, I used Port.ReadTimeout, that skips the read, if it takes too long.
The difference is visible, drawing no longer slows down and it keeps the same pace for minutes from what I've tried. I consider this sufficient solution for my issue, thank you!
I have a user control that shows a speed in a dial format (An image).
It has a single method: SetSpeed(int speed);
It then makes the dial move to the desired speed, from the last set speed. It does then in incriments. That is, it moves to the new speed.
Problem is, if the car is going 10km/h, and then goes (very quickly) to 100km/h, it takes the dial maybe 2 seconds to reach that speed... (It's not 100% real time - which is realistic .. it moves to the new speed).
But, if, before the dial gets to 100km/h, the person slows to 50km/h, I need to interupt the movement to 100, and start moving to 50. Regardless of the current position (not speed) of the dial, I need to change the 'target speed'.
My control is using a BackgroundWorker to handle the refreshing, and not lock the UI.
So, my call is very basic from the UI:
dial1.SetSpeed(int.Parse(value));
And then the user control does this:
BackgroundWorker bw = new BackgroundWorker();
public void SetSpeed(int speed)
{
while(bw.IsBusy)
{
Thread.Sleep(50);
}
bw.RunWorkerAsync(speed);
}
And the method that does the work:
private void UpdateSpeed(object sender, DoWorkEventArgs e)
{
var oldSpeed = airSpeed;
var newSpeed = (int) e.Argument;
if(oldSpeed <= newSpeed)
{
for (int i = oldSpeed; i < newSpeed; i++)
{
airSpeed++;
this.Invoke(new MethodInvoker(Refresh));
}
}
else
{
for (int i = oldSpeed; i > newSpeed; i--)
{
airSpeed--;
this.Invoke(new MethodInvoker(Refresh));
}
}
airSpeed = newSpeed;
}
It locks when I send it two values in quick succession...
How do I interrupt the thread, if it's running, and change the value?
(Also, I think my code to change the speed is bad - can that be made neater?)
You do not. You handle it in a proper way, with locks, and checking whether the value needs changing. You do NOT interrupt it.
Basically, you need a lock area between SetSpeed and the Refresh method, so that one blocks the other. Then, when you set speed and the thread is currently in a critical area, it simply waits until the update is finished.
And your UpdateSpeed makes no sense - the change (airspeed-- and airspeed++) should be timer driven... you currently change them in a "arbitrary" speed, depending on processor speed. No timing.