MudEngine:

- Fixed command engine stalling when waiting for one users command to finish before starting another users command.
 - Commands are loaded into static List collections, but the Execute command itself is now no longer static.
 - Player.CommandSystem property added so each player has their own commandengine to process their input.
This commit is contained in:
Scionwest_cp 2010-08-01 20:50:21 -07:00
parent b3a672503f
commit 7c6ca6a2b9
5 changed files with 49 additions and 36 deletions

View file

@ -53,9 +53,6 @@ namespace MudEngine.Commands
} }
player.Send("Welcome " + player.Name + "!"); player.Send("Welcome " + player.Name + "!");
//string playerName = player.Receive();
//TODO: Read user input...
return new CommandResults(); return new CommandResults();
} }
} }

View file

@ -33,7 +33,7 @@ namespace MudEngine.Commands
//Move the player into their new room //Move the player into their new room
player.Move(door.TravelDirection); player.Move(door.TravelDirection);
CommandResults cmd = CommandEngine.ExecuteCommand("Look", player); CommandResults cmd = player.CommandSystem.ExecuteCommand("Look", player);
string lookValue = ""; string lookValue = "";
if (cmd.Result.Length != 0) if (cmd.Result.Length != 0)

View file

@ -14,19 +14,28 @@ using MudEngine.GameManagement;
namespace MudEngine.GameManagement namespace MudEngine.GameManagement
{ {
public static class CommandEngine public class CommandEngine
{ {
/// <summary> /// <summary>
/// Gets or Sets a Dictionary list of available commands to use. /// Gets or Sets a Dictionary list of available commands to use.
/// </summary> /// </summary>
static internal Dictionary<string, IGameCommand> Commands { get { return _Commands; } set { _Commands = value; } } public static Dictionary<string, IGameCommand> CommandCollection { get; set; }
static Dictionary<string, IGameCommand> _Commands = new Dictionary<string, IGameCommand>();
internal Dictionary<string, IGameCommand> _Commands { get; set; }
public CommandEngine()
{
if ((CommandCollection == null) || (CommandCollection.Count == 0))
CommandEngine.LoadBaseCommands();
_Commands = CommandCollection;
}
public static List<string> GetCommands() public static List<string> GetCommands()
{ {
List<string> temp = new List<string>(); List<string> temp = new List<string>();
foreach (string name in Commands.Keys) foreach (string name in CommandEngine.CommandCollection.Keys)
{ {
temp.Add(name); temp.Add(name);
} }
@ -34,9 +43,22 @@ namespace MudEngine.GameManagement
return temp; return temp;
} }
public static bool GetCommand(string Name) public static string GetCommand(object Parameter)
{ {
if (Commands.ContainsKey(Name.ToLower())) List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
}
public static bool IsValidCommand(string Name)
{
if (CommandEngine.CommandCollection.ContainsKey(Name.ToLower()))
return true; return true;
else else
return false; return false;
@ -47,17 +69,18 @@ namespace MudEngine.GameManagement
/// <param name="Name"></param> /// <param name="Name"></param>
/// <param name="Parameter"></param> /// <param name="Parameter"></param>
/// <returns></returns> /// <returns></returns>
public static CommandResults ExecuteCommand(string command, BaseCharacter player) public CommandResults ExecuteCommand(string command, BaseCharacter player)
{ {
string commandKey = command.Insert(0, "Command"); string commandKey = command.Insert(0, "Command");
if (Game.IsDebug) if (Game.IsDebug)
Log.Write("Executing command: " + command); Log.Write("Executing command: " + command);
foreach (string key in Commands.Keys) foreach (string key in player.CommandSystem._Commands.Keys)
{ {
if (commandKey.ToLower().Contains(key.ToLower())) if (commandKey.ToLower().Contains(key.ToLower()))
{ {
return Commands[key.ToLower()].Execute(command, player); return player.CommandSystem._Commands[key.ToLower()].Execute(command, player);
//return player.Commands.ExecuteCommand[key.ToLower()]Execute(command, player);
} }
} }
@ -66,7 +89,7 @@ namespace MudEngine.GameManagement
public static void LoadBaseCommands() public static void LoadBaseCommands()
{ {
LoadCommandLibrary(Assembly.GetExecutingAssembly()); LoadCommandLibrary(Assembly.GetExecutingAssembly(), true);
} }
/// <summary> /// <summary>
@ -109,7 +132,7 @@ namespace MudEngine.GameManagement
Log.Write("Loading commands within " + Path.GetFileName(commandLibrary.Location)); Log.Write("Loading commands within " + Path.GetFileName(commandLibrary.Location));
if (purgeOldCommands) if (purgeOldCommands)
ClearCommands(); CommandEngine.ClearCommands();
foreach (Type t in commandLibrary.GetTypes()) foreach (Type t in commandLibrary.GetTypes())
{ {
@ -126,17 +149,17 @@ namespace MudEngine.GameManagement
command.Name = command.Name.ToLower(); command.Name = command.Name.ToLower();
//Add the command to the commands list if it does not already exist //Add the command to the commands list if it does not already exist
if (Commands.ContainsKey(command.Name)) if (CommandEngine.CommandCollection.ContainsKey(command.Name))
{ {
//Command exists, check if the command is set to override existing commands or not //Command exists, check if the command is set to override existing commands or not
if (command.Override) if (command.Override)
{ {
Commands[command.Name] = command; CommandEngine.CommandCollection[command.Name] = command;
} }
} }
//Command does not exist, add it to the commands list //Command does not exist, add it to the commands list
else else
Commands.Add(command.Name, command); CommandEngine.CommandCollection.Add(command.Name, command);
} }
} }
} }
@ -144,20 +167,7 @@ namespace MudEngine.GameManagement
public static void ClearCommands() public static void ClearCommands()
{ {
_Commands = new Dictionary<string, IGameCommand>(); CommandEngine.CommandCollection = new Dictionary<string, IGameCommand>();
}
public static string GetCommand(object Parameter)
{
List<object> objectList = (List<object>)Parameter;
foreach (object obj in objectList)
{
if (obj is string)
return (string)obj;
}
return null;
} }
} }
} }

View file

@ -45,12 +45,18 @@ namespace MudEngine.GameObjects.Characters
/// </summary> /// </summary>
public Bag Inventory { get; private set; } public Bag Inventory { get; private set; }
/// <summary>
/// Gets a working copy of the CommandEngine used by the player.
/// </summary>
public CommandEngine CommandSystem { get; internal set; }
public BaseCharacter(Game game) : base(game) public BaseCharacter(Game game) : base(game)
{ {
ActiveGame = game; ActiveGame = game;
IsActive = false; IsActive = false;
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom; CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
Inventory = new Bag(game); Inventory = new Bag(game);
CommandSystem = new CommandEngine();
} }
@ -123,7 +129,7 @@ namespace MudEngine.GameObjects.Characters
{ {
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending //TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution. //the command off to the command engine for execution.
CommandResults result = CommandEngine.ExecuteCommand(command, this); CommandResults result = CommandSystem.ExecuteCommand(command, this);
if (result.Result != null) if (result.Result != null)
{ {
@ -191,7 +197,7 @@ namespace MudEngine.GameObjects.Characters
{ {
if (IsActive) if (IsActive)
{ {
string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename); string filePath ="" /*= Path.Combine(ActiveGame.DataPaths.Players, Filename)*/;
this.Save(filePath); this.Save(filePath);
IsActive = false; IsActive = false;

View file

@ -78,7 +78,7 @@ namespace MudEngine.Networking
} }
} while (sub < 0); } while (sub < 0);
players[sub].client = server.Accept(); players[sub].client = server.Accept();
players[sub].Initialize(); //players[sub].Initialize();
clientThreads[sub] = new Thread(ReceiveThread); clientThreads[sub] = new Thread(ReceiveThread);
clientThreads[sub].Start((object)sub); clientThreads[sub].Start((object)sub);
} }
@ -86,7 +86,7 @@ namespace MudEngine.Networking
private void ReceiveThread(object obj) private void ReceiveThread(object obj)
{ {
int sub = (int)obj; int sub = (int)obj;
//players[sub].Initialize(); players[sub].Initialize();
while (stage == 2 && players[sub].IsActive) while (stage == 2 && players[sub].IsActive)
{ {
players[sub].Receive(players[sub].ReadInput()); players[sub].Receive(players[sub].ReadInput());