* IPlayer - Connection and Buffer properties added along with SwitchState(IState) method

* Switched the ServerDirector over from using two List Collections to maintain Client Threads and Player instances into a single Dictionary.  Required adjusting the majority of the existing Types, but should now be functional.  Need to still add some safety checks for null references since we are now passing a reference Type around.
This commit is contained in:
Scionwest_cp 2012-06-06 20:56:30 -07:00
parent f977376ac3
commit 24c9fae4f5
7 changed files with 59 additions and 62 deletions

View file

@ -1,9 +1,16 @@
namespace WinPC.Engine.Abstract.Core
using System.Net.Sockets;
using System.Collections.Generic;
namespace WinPC.Engine.Abstract.Core
{
public interface IPlayer
{
IState CurrentState { get; }
Socket Connection { get; }
List<byte> Buffer { get; set; }
string Name { get; set; }
void Disconnect();
void SwitchState(IState state);
}
}

View file

@ -2,8 +2,7 @@
{
public interface IState
{
void Render(int index);
void Render(IPlayer player);
ICommand GetCommand();
}
}

View file

@ -7,16 +7,18 @@ namespace WinPC.Engine.Commands
{
private ServerDirector Director { get; set; }
private IState NewState { get; set; }
private int Index { get; set; }
public SwitchStateCommand(ServerDirector director, IState newState, int index)
private IPlayer player { get; set; }
public SwitchStateCommand(ServerDirector director, IState newState, IPlayer connectedPlayer)
{
Director = director;
NewState = newState;
player = connectedPlayer;
}
public void Execute()
{
Director.ConnectedPlayers[Index].SwitchState(NewState);
player.SwitchState(NewState);
}
}
}

View file

@ -9,7 +9,7 @@ namespace WinPC.Engine.Core
public Socket Connection { get; private set; }
public IState CurrentState { get; private set; }
public List<byte> buffer = new List<byte>();
public List<byte> Buffer { get; set; }
public string Name { get; set; }
@ -18,6 +18,8 @@ namespace WinPC.Engine.Core
Connection = connection;
CurrentState = initialState;
Name = "Player";
Buffer = new List<byte>();
}
public void Disconnect()

View file

@ -31,6 +31,7 @@ namespace WinPC.Engine.Directors
public void AddConnection(Socket connection)
{
//TODO: Allow support for custom Player Types from scripts.
var player = new Player(new ConnectState(this), connection);
ConnectedPlayers.Add(player);
@ -42,20 +43,18 @@ namespace WinPC.Engine.Directors
ConnectionThreads.Add(userThread);
var index = ConnectionThreads.Count - 1;
ConnectionThreads[index].Name = "Player";
ConnectionThreads[index].Start(index);
player.Name = "Player";
userThread.Start(player);
}
public void ReceiveDataThread(object index)
public void ReceiveDataThread(object player)
{
var player = ConnectedPlayers[(int)index];
var connectedPlayer = (IPlayer)player;
while (Server.Enabled)
{
player.CurrentState.Render((int)index);
var command = player.CurrentState.GetCommand();
connectedPlayer.CurrentState.Render(connectedPlayer);
var command = connectedPlayer.CurrentState.GetCommand();
command.Execute();
}
}
@ -78,7 +77,7 @@ namespace WinPC.Engine.Directors
}
public String RecieveInput(int index)
public String RecieveInput(IPlayer player)
{
string input = String.Empty;
@ -87,23 +86,24 @@ namespace WinPC.Engine.Directors
try
{
byte[] buf = new byte[1];
Int32 recved = ConnectedPlayers[index].Connection.Receive(buf);
Int32 recved = player.Connection.Receive(buf);
if (recved > 0)
{
if (buf[0] == '\n' && ConnectedPlayers[index].buffer.Count > 0)
if (buf[0] == '\n' && player.Buffer.Count > 0)
{
if (ConnectedPlayers[index].buffer[ConnectedPlayers[index].buffer.Count - 1] == '\r')
ConnectedPlayers[index].buffer.RemoveAt(ConnectedPlayers[index].buffer.Count - 1);
if (player.Buffer[player.Buffer.Count - 1] == '\r')
player.Buffer.RemoveAt(player.Buffer.Count - 1);
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
input = enc.GetString(ConnectedPlayers[index].buffer.ToArray());
ConnectedPlayers[index].buffer.Clear();
input = enc.GetString(player.Buffer.ToArray());
player.Buffer.Clear();
//Return a trimmed string.
return input;
}
else
ConnectedPlayers[index].buffer.Add(buf[0]);
player.Buffer.Add(buf[0]);
}
else if (recved == 0) //Disconnected
{

View file

@ -11,46 +11,37 @@ namespace WinPC.Engine.States
public class ConnectState : IState
{
public ServerDirector Director { get; private set; }
private Socket Connection { get; set; }
private ASCIIEncoding Encoding { get; set; }
private int Index;
private Socket connection;
private ASCIIEncoding encoding;
private IPlayer player;
public ConnectState(ServerDirector director)
{
Director = director;
Encoding = new ASCIIEncoding();
encoding = new ASCIIEncoding();
}
public void Render(int index)
public void Render(IPlayer connectedPlayer)
{
Index = index;
Connection = Director.ConnectedPlayers[index].Connection;
connection = connectedPlayer.Connection;
player = connectedPlayer;
Connection.Send(Encoding.GetBytes("Welcome to Scionwest's Mud Engine!"+"\n\r"));
Connection.Send(Encoding.GetBytes("Please enter your name" + "\n\r"));
//Just used for testing ServerDirector.GetPlayer method
IPlayer player = null;
bool validPlayer = Director.GetPlayer("Player", out player);
//player = player ?? new IPlayer().Create();
if (validPlayer)
Connection.Send(Encoding.GetBytes("Welcome " + player.Name));
connection.Send(encoding.GetBytes("Welcome to Scionwest's Mud Engine!" + "\n\r"));
connection.Send(encoding.GetBytes("Please enter your name" + "\n\r"));
}
public ICommand GetCommand()
{
var input = Director.RecieveInput(Index);
var input = Director.RecieveInput(player);
if (input == "menu")
{
return new SwitchStateCommand(Director, new MainMenuState(Director), Index);
return new SwitchStateCommand(Director, new MainMenuState(Director), player);
}
return new InvalidCommand(Connection);
return new InvalidCommand(connection);
}
}
}

View file

@ -10,38 +10,34 @@ namespace WinPC.Engine.States
{
public ServerDirector Director { get; private set; }
private Socket Connection { get; set; }
private ASCIIEncoding Encoding { get; set; }
private int Index;
private Socket connection { get; set; }
private ASCIIEncoding encoding { get; set; }
private IPlayer player { get; set; }
public MainMenuState(ServerDirector director)
{
Director = director;
Encoding = new ASCIIEncoding();
encoding = new ASCIIEncoding();
}
public void Render(int index)
public void Render(IPlayer connectedPlayer)
{
Index = index;
Connection = Director.ConnectedPlayers[index].Connection;
connection = connectedPlayer.Connection;
player = connectedPlayer;
Director.ConnectedPlayers[index].Connection.Send(Encoding.GetBytes("Your now in the Main Menu State Welcome!! !"+"\n\r"));
connection.Send(encoding.GetBytes("Your now in the Main Menu State Welcome!! !" + "\n\r"));
}
public ICommand GetCommand()
{
var input = Director.RecieveInput(Index);
var input = Director.RecieveInput(player);
if(input == "connect")
{
return new SwitchStateCommand(Director, new ConnectState(Director),Index);
return new SwitchStateCommand(Director, new ConnectState(Director),player);
}
return new InvalidCommand(Connection);
return new InvalidCommand(connection);
}
}
}