* 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.
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parent
5b141c62ed
commit
27f7e31772
12 changed files with 314 additions and 163 deletions
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@ -59,20 +59,20 @@ namespace MudEngine.GameScripts
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return true;
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}
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public virtual Boolean Load(String filename)
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public virtual void Load(String filename)
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{
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try
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{
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if (!File.Exists(filename))
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return false;
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return;
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XElement data = XElement.Load(filename);
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}
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catch
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{
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return false;
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return;
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}
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return true;
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return;
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}
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public override string ToString()
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42
MudEngine/WinPC_Engine/GameScripts/Commands/CommandLogin.cs
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42
MudEngine/WinPC_Engine/GameScripts/Commands/CommandLogin.cs
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@ -0,0 +1,42 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using MudEngine.Core.Interface;
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using MudEngine.Game;
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using MudEngine.Game.Characters;
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using MudEngine.Game.Environment;
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using MudEngine.GameScripts;
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namespace MudEngine.GameScripts.Commands
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{
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public class CommandLogin : ICommand
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{
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public string Name { get; set; }
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public string Description { get; set; }
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public List<string> Help { get; set; }
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public CommandLogin()
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{
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Help = new List<string>();
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Name = "Login";
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Description = "Account login command.";
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}
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public void Execute(string command, Game.Characters.StandardCharacter character)
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{
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character.SendMessage("Please enter character name: ");
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String name = String.Empty;
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while (String.IsNullOrEmpty(name))
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{
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name = character.GetInput();
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}
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}
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}
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}
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@ -33,7 +33,7 @@ namespace MudEngine.GameScripts.Commands
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//Loop through each character on the server and broadcast the message.
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//TODO: This should only broadcast to characters that are in the same Environment.
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foreach (StandardCharacter c in ConnectionManager.Connections)
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foreach (StandardCharacter c in character.Game.Server.ConnectionManager.GetConnectedCharacters())
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{
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//Only broadcast this message to those that are not the broadcastor.
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if (c != character)
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