* 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

@ -12,54 +12,94 @@ using MudEngine.Game.Characters;
namespace MudEngine.Networking
{
public static class ConnectionManager
public class ConnectionManager
{
//Collection of currently connected players.
public static List<StandardCharacter> Connections { get; set; }
internal List<Thread> _ConnectedThreads;
internal List<StandardCharacter> _ConnectedCharacters;
public ConnectionManager(Int32 maxPlayers)
{
this._ConnectedCharacters = new List<StandardCharacter>(maxPlayers);
this._ConnectedThreads = new List<Thread>(maxPlayers);
}
/// <summary>
/// Creates a new character for the player and sets it up on the server.
/// </summary>
/// <param name="game"></param>
/// <param name="connection"></param>
public static void AddConnection(StandardGame game, Socket connection)
public void AddConnection(StandardGame game, Socket connection)
{
//Exception checking.
if (Connections == null)
Connections = new List<StandardCharacter>();
//Instance a new character and provide it with the Socket.
StandardCharacter character = new StandardCharacter(game, "New Player", "New networked client.", connection);
//Add it to the Connections collection
Connections.Add(character);
//Invoke the Characters Server connection method
character.Connect();
character.Connect(connection);
this._ConnectedCharacters.Add(character);
this._ConnectedThreads.Add(new Thread(ReceiveDataThread));
Int32 index = this._ConnectedThreads.Count - 1;
this._ConnectedThreads[index].Start(index);
}
public StandardCharacter[] GetConnectedCharacters()
{
return this._ConnectedCharacters.ToArray();
}
private void ReceiveDataThread(Object index)
{
StandardCharacter character = this._ConnectedCharacters[(Int32)index];
character.Initialize();
while (character.Game.Server.Status == ServerStatus.Running &&
character.Enabled)
{
try
{
character.ExecuteCommand(character.GetInput());
}
catch
{
RemoveConnection(character);
}
}
RemoveConnection(character);
}
/// <summary>
/// Removes the specified player character from the server.
/// </summary>
/// <param name="character"></param>
public static void RemoveConnection(StandardCharacter character)
public void RemoveConnection(StandardCharacter character)
{
Connections.Remove(character);
character.Disconnect();
foreach (StandardCharacter c in this._ConnectedCharacters)
{
if (c.ID == character.ID)
{
Int32 index = _ConnectedCharacters.IndexOf(c);
this._ConnectedCharacters.Remove(character);
this._ConnectedThreads[index].Abort();
}
}
}
/// <summary>
/// Disconnects all of the currently connected clients.
/// </summary>
public static void DisconnectAll()
public void DisconnectAll()
{
if (Connections == null)
return;
foreach (StandardCharacter character in Connections)
for (Int32 i = 0; i < this._ConnectedCharacters.Count; i++)
{
character.Disconnect();
this._ConnectedCharacters[i].Disconnect();
this._ConnectedThreads[i].Abort();
}
Connections.Clear();
this._ConnectedCharacters.Clear();
this._ConnectedThreads.Clear();
}
}
}