Table of Contents

Interface ICommand

Namespace
Core.Commands
Assembly
Core.dll

Base interface for all game commands Commands provide validation, execution, and undo support All game state changes must go through commands for:

  • Validation before execution
  • Event emission for system coordination
  • Multiplayer synchronization
  • Replay/undo support
public interface ICommand

Properties

CommandId

Get unique command ID for networking and logging

string CommandId { get; }

Property Value

string

Priority

Get command priority for execution ordering Higher priority commands execute first

int Priority { get; }

Property Value

int

Methods

Deserialize(BinaryReader)

Deserialize command data from binary reader Used for save/load and command replay Must reconstruct identical command state

void Deserialize(BinaryReader reader)

Parameters

reader BinaryReader

Binary reader to deserialize from

Execute(GameState)

Execute the command and modify game state Should emit appropriate events for other systems to react Must be deterministic for multiplayer compatibility

void Execute(GameState gameState)

Parameters

gameState GameState

Game state to modify

Serialize(BinaryWriter)

Serialize command data to binary writer Used for save/load and command logging Must be deterministic - same command = same bytes

void Serialize(BinaryWriter writer)

Parameters

writer BinaryWriter

Binary writer to serialize to

Undo(GameState)

Undo the command - restore previous state Required for replay systems and error recovery

void Undo(GameState gameState)

Parameters

gameState GameState

Game state to restore

Validate(GameState)

Validate that this command can be executed in the current game state. Should be fast and have no side effects.

bool Validate(GameState gameState)

Parameters

gameState GameState

Current game state for validation

Returns

bool

True if command can be executed