MudEngine:
- Reverted Server code back to using player arrays rather than List<> so that the server will actually start and run again.
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parent
9b023a2092
commit
2152a139b0
5 changed files with 10 additions and 15 deletions
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@ -25,7 +25,7 @@ namespace MudEngine.Commands
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{
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if (player.Role == SecurityRoles.Admin)
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{
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for (int i = 0; i < player.ActiveGame.PlayerCollection.Count/*Length*/; i++)
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for (int i = 0; i < player.ActiveGame.PlayerCollection.Length; i++)
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player.ActiveGame.PlayerCollection[i].Save(player.ActiveGame.PlayerCollection[i].Name + ".dat");
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player.ActiveGame.Server.EndServer();
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player.ActiveGame.Server.Initialize(555, ref player.ActiveGame.PlayerCollection);
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@ -180,7 +180,7 @@ namespace MudEngine.GameManagement
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CurrencyList = new List<Currency>();
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scriptEngine = new Scripting.ScriptEngine(this);
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RealmCollection = new List<Realm>();
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PlayerCollection = new List<BaseCharacter>();
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//PlayerCollection = new List<BaseCharacter>();
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GameTitle = "New Game";
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_Filename = "Game.xml";
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@ -236,9 +236,6 @@ namespace MudEngine.GameManagement
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//Start the Telnet server
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if (IsMultiplayer)
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this.StartServer();
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else
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//TODO: Need to load a previously saved character or allow for creation of one by user.
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//PlayerCollection.Add(new BaseCharacter(this)); //If this is single player, then add a new character to the game.
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IsRunning = true;
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@ -313,8 +310,8 @@ namespace MudEngine.GameManagement
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}
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//TODO: This should be internal only; C# property using get; internal set; so only MudEngine.dll may edit this collection
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public List<BaseCharacter> PlayerCollection;
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//public BaseCharacter[] PlayerCollection;
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//public List<BaseCharacter> PlayerCollection;
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public BaseCharacter[] PlayerCollection;
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public MudEngine.Networking.Server Server { get; internal set; }
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public ProtocolType ServerType = ProtocolType.Tcp;
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@ -327,7 +324,9 @@ namespace MudEngine.GameManagement
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{
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//This is handled by the Game() Constructor
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//PlayerCollection = new List<BaseCharacter>(MaximumPlayers);
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PlayerCollection.Add(new BaseCharacter(this));
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PlayerCollection = new BaseCharacter[MaximumPlayers];
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for (int i = 0; i < MaximumPlayers; i++)
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PlayerCollection[i] = new BaseCharacter(this);
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Server = new Networking.Server();
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Server.Initialize(ServerPort, ref PlayerCollection);
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Server.Start();
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@ -30,15 +30,15 @@ namespace MudEngine.Networking
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stage = 0;
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port = 0;
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}
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public bool Initialize(int p, ref List<BaseCharacter>/*BaseCharacter[]*/ pbs)
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public bool Initialize(int p, ref /*List<BaseCharacter>*/BaseCharacter[] pbs)
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{
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if (stage != 0)
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return false;
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if (p <= 0)
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return false;
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port = p;
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clientThreads = new Thread[pbs.Capacity/*Length*/];
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players = pbs.ToArray();
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players = pbs;
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clientThreads = new Thread[players.Length];
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stage++;
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return true;
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}
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@ -45,9 +45,6 @@ namespace MUDGame
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//Player must be instanced AFTER BuildRealms as it needs Game.InitialRealm.InitialZone.InitialRoom
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//property so that it can set it's starting room correctly.
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player = new BaseCharacter(game);
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//Add the player to the game.
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//Note once the server is fully implemented the player will be generated automatically by Game.
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game.PlayerCollection.Add(player);
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//Send game info to player
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Console.WriteLine(game.GameTitle);
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@ -39,7 +39,6 @@ namespace MudServer
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game.ServerType = ProtocolType.Tcp;
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game.ServerPort = 555;
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game.MaximumPlayers = 1000;
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game.PlayerCollection.Add(serverAdmin);
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Game.IsDebug = true;
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game.Start();
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