* Re-wrote the Server code again. Now much more reliable and passes all connections to the ConnectionManager properly.

* StandardCharacter re-wrote to support the new Server code.  Also added event method support for various states.
* ConnectionManager re-wrote to support the new server.
* Work on Log message importance started
* INetworked.Connect now requires a Socket as its parameter.
* StandardGame no longer has Properties for MaxConnections and MaxQueuedConnections.  This is handle via StandardGame.Start() parameters.
* CommandLogin command added.  Initial check-in and not fully implemented.
This commit is contained in:
Scionwest_cp 2012-03-03 11:17:01 -08:00
parent 5b141c62ed
commit 27f7e31772
12 changed files with 314 additions and 163 deletions

View file

@ -23,10 +23,6 @@ namespace MudEngine.Game
public Boolean Multiplayer { get; set; }
public Int32 MaximumPlayers { get; set; }
public Int32 MaxQueueSize { get; set; }
public Int32 MinimumPasswordSize { get; set; }
public Boolean AutoSave { get; set; }
@ -49,18 +45,14 @@ namespace MudEngine.Game
this.Description = "A sample Mud game created using the Mud Designer kit.";
this.Version = "1.0";
this.Multiplayer = true;
this.MaximumPlayers = 50;
this.MinimumPasswordSize = 8;
this.MaxQueueSize = 20;
this.AutoSave = true;
//Setup our server.
this.Server = new Server(port);
this.Server.Port = port;
this.Server = new Server(this, port);
}
public Boolean Start()
public Boolean Start(Int32 maxPlayers, Int32 maxQueueSize)
{
Logger.WriteLine("Starting up Standard Game");
@ -74,7 +66,7 @@ namespace MudEngine.Game
//Load World
//Start our server.
this.Server.Start(this);
this.Server.Start(maxPlayers, maxQueueSize);
//If the server started without error, flag the Game as enabled.
if (this.Server.Enabled)