Added beginning support for Dynamic Type Property Saving. Refer to my blog post for additional information in this: http://scionwest.net/2011/09/saving-type-data-dynamically/

Added new ParseProperty Attribute that must be used on any Type Property that will need to be saved during runtime.
This commit is contained in:
Scionwest_cp 2011-09-13 20:20:12 -07:00
parent f8620d0f4d
commit 81f2ae91c0
6 changed files with 537 additions and 471 deletions

View file

@ -0,0 +1,23 @@
using System;
using System.Reflection;
using System.ComponentModel;
namespace MudEngine.Attributes
{
[System.AttributeUsage(System.AttributeTargets.Property)]
public class ParseProperty
: System.Attribute
{
Object obj;
public ParseProperty(Object var)
{
obj = var;
}
public object GetObject()
{
return obj;
}
}
}

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@ -4,14 +4,17 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Reflection;
using System.Xml.Serialization;
using System.IO;
using System.Reflection;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameManagement;
using rScripting;
using rScripting.LateBinding;
namespace MudEngine.GameObjects
{
public class BaseObject
@ -175,6 +178,43 @@ namespace MudEngine.GameObjects
{
}
public virtual void NewSave()
{
ScriptObject obj = new ScriptObject(this);
PropertyInfo[] prop = this.GetType().GetProperties();
string path = this.SavePath;
if (String.IsNullOrEmpty(path))
return;
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
string filename = Path.Combine(path, Filename);
if (File.Exists(filename))
File.Delete(filename);
foreach (var p in prop)
{
object[] attributes = p.GetCustomAttributes(typeof(MudEngine.Attributes.ParseProperty), false);
foreach (Attribute a in attributes)
{
if (a.GetType().Name == "ParseProperty")
{
ParseProperty(p);
}
}
FileManager.WriteLine(filename, obj.GetProperty(p.Name).ToString(), p.Name);
}
}
private void ParseProperty(PropertyInfo propety)
{
}
public virtual void Save()
{
string path = this.SavePath;

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@ -1,496 +1,499 @@
 //Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
//MUD Engine
using MudEngine.Attributes;
using MudEngine.FileSystem;
using MudEngine.Commands;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
using MudEngine.GameObjects.Items;
using System.Net;
using System.Net.Sockets;
using System.Net;
using System.Net.Sockets;
namespace MudEngine.GameObjects.Characters
namespace MudEngine.GameObjects.Characters
{
public class BaseCharacter : BaseObject
{
public class BaseCharacter : BaseObject
/// <summary>
/// Password for the player's account.
/// </summary>
private String Password { get; set; }
/// <summary>
/// The last time that the AI (if IsControlled=false) performed any major changes like traversing Rooms etc.
/// </summary>
private GameTime.Time _LastUpdate;
/// <summary>
/// Gets or Sets if the AI (if IsControlled=false) cannot move from it's CurrentRoom.
/// This is used by Shop keeper type NPC's
/// </summary>
public Boolean IsStatic { get; set; }
/// <summary>
/// The current Room this Character is located at.
/// </summary>
[ParseProperty(typeof(Room))]
public Room CurrentRoom { get; set; }
/// <summary>
/// Gets the complete path to the Characters current location, including Realm, Zone and Room.
/// </summary>
public String CurrentWorldLocation
{
/// <summary>
/// Password for the player's account.
/// </summary>
private String Password { get; set; }
/// <summary>
/// The last time that the AI (if IsControlled=false) performed any major changes like traversing Rooms etc.
/// </summary>
private GameTime.Time _LastUpdate;
/// <summary>
/// Gets or Sets if the AI (if IsControlled=false) cannot move from it's CurrentRoom.
/// This is used by Shop keeper type NPC's
/// </summary>
public Boolean IsStatic { get; set; }
/// <summary>
/// The current Room this Character is located at.
/// </summary>
public Room CurrentRoom { get; set; }
/// <summary>
/// Gets the complete path to the Characters current location, including Realm, Zone and Room.
/// </summary>
public String CurrentWorldLocation
get
{
get
return CurrentRoom.Realm + "." + CurrentRoom.Zone + "." + CurrentRoom.Filename;
}
}
protected override string SavePath
{
get
{
return ActiveGame.DataPaths.Players;
}
}
/// <summary>
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
/// </summary>
public Boolean IsControlled
{
get
{
return _IsControlled;
}
set
{
if (value)
{
return CurrentRoom.Realm + "." + CurrentRoom.Zone + "." + CurrentRoom.Filename;
//TODO: Begin AI initialization
}
_IsControlled = value;
}
}
private Boolean _IsControlled;
/// <summary>
/// Gets if this user has Admin privileges or not.
/// </summary>
public SecurityRoles Role { get; private set; }
/// <summary>
/// Gets or if this character is active.
/// </summary>
public Boolean IsActive { get; internal set; }
/// <summary>
/// Gets the current inventory of the character
/// </summary>
public Bag Inventory { get; private set; }
/// <summary>
/// Gets the characters Dialog Branch.
/// If the Character contains Quests, then the Dialog will only be visible when the Quests are not available
/// to the users.
/// </summary>
public DialogChat Dialog { get; internal set; }
/// <summary>
/// Gets a working copy of the CommandEngine used by the player.
/// </summary>
public CommandEngine CommandSystem { get; internal set; }
/// <summary>
/// Gets or Sets the characters stats.
/// Note that this will more and likely become Read-Only in the future.
/// </summary>
public BaseStats Stats { get; set; }
public BaseCharacter(Game game)
: base(game)
{
ActiveGame = game;
IsActive = false;
if ((game.InitialRealm == null) || (game.InitialRealm.InitialZone == null) || (game.InitialRealm.InitialZone.InitialRoom == null))
{
CurrentRoom = new Room(game);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are currently in the abyss.";
}
else
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
Inventory = new Bag(game);
CommandSystem = new CommandEngine();
}
public override void Load(String filename)
{
base.Load(filename);
Password = FileManager.GetData(filename, "Password");
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
//Need to re-assign the enumerator value that was previously assigned to the Role property
Array values = Enum.GetValues(typeof(SecurityRoles));
foreach (Int32 value in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(SecurityRoles), value);
//If the value = the String saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
{
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
break;
}
}
protected override string SavePath
//Restore the users current Room.
Realm realm = (Realm)ActiveGame.World.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
if (realm == null)
{
get
{
return ActiveGame.DataPaths.Players;
}
realm = new Realm(ActiveGame);
return;
}
/// <summary>
/// Gets or Sets if this Character is controlled by the user. If not user controlled then it will be AI controlled.
/// </summary>
public Boolean IsControlled
List<Zone> zones = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
Zone zone = new Zone(ActiveGame);
if (zones.Count == 0)
{
get
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentZone") + " zone.");
return;
}
else if (zones.Count == 1)
{
zone = zones[0];
}
else
{
//TODO: determin which zone is the appropriate zone to assign if more than one exists.
foreach (Zone z in zones)
{
return _IsControlled;
}
set
{
if (value)
if (z.GetRoom(FileManager.GetData(filename, "CurrentRoom")) != null)
{
//TODO: Begin AI initialization
}
_IsControlled = value;
}
}
private Boolean _IsControlled;
/// <summary>
/// Gets if this user has Admin privileges or not.
/// </summary>
public SecurityRoles Role { get; private set; }
/// <summary>
/// Gets or if this character is active.
/// </summary>
public Boolean IsActive { get; internal set; }
/// <summary>
/// Gets the current inventory of the character
/// </summary>
public Bag Inventory { get; private set; }
/// <summary>
/// Gets the characters Dialog Branch.
/// If the Character contains Quests, then the Dialog will only be visible when the Quests are not available
/// to the users.
/// </summary>
public DialogChat Dialog { get; internal set; }
/// <summary>
/// Gets a working copy of the CommandEngine used by the player.
/// </summary>
public CommandEngine CommandSystem { get; internal set; }
/// <summary>
/// Gets or Sets the characters stats.
/// Note that this will more and likely become Read-Only in the future.
/// </summary>
public BaseStats Stats { get; set; }
public BaseCharacter(Game game) : base(game)
{
ActiveGame = game;
IsActive = false;
if ((game.InitialRealm == null) || (game.InitialRealm.InitialZone == null) || (game.InitialRealm.InitialZone.InitialRoom == null))
{
CurrentRoom = new Room(game);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are currently in the abyss.";
}
else
CurrentRoom = game.InitialRealm.InitialZone.InitialRoom;
Inventory = new Bag(game);
CommandSystem = new CommandEngine();
}
public override void Load(String filename)
{
base.Load(filename);
Password = FileManager.GetData(filename, "Password");
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
//Need to re-assign the enumerator value that was previously assigned to the Role property
Array values = Enum.GetValues(typeof(SecurityRoles));
foreach (Int32 value in values)
{
//Since enum values are not strings, we can't simply just assign the String to the enum
String displayName = Enum.GetName(typeof(SecurityRoles), value);
//If the value = the String saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
{
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
zone = z;
break;
}
}
//Restore the users current Room.
Realm realm = (Realm)ActiveGame.World.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
if (realm == null)
{
realm = new Realm(ActiveGame);
return;
}
List<Zone> zones = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
Zone zone = new Zone(ActiveGame);
if (zones.Count == 0)
{
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentZone") + " zone.");
return;
}
else if (zones.Count == 1)
{
zone = zones[0];
}
else
{
//TODO: determin which zone is the appropriate zone to assign if more than one exists.
foreach (Zone z in zones)
{
if (z.GetRoom(FileManager.GetData(filename, "CurrentRoom")) != null)
{
zone = z;
break;
}
}
}
List<Room> rooms = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
if (rooms.Count == 0)
{
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentRoom") + " room.");
return;
}
else if (rooms.Count == 1)
{
CurrentRoom = rooms[0];
}
else
{
//TODO: Loop through each found room and determin in some manor what should be the correct Room to assign.
}
if (CurrentRoom == null)
{
CurrentRoom = new Room(ActiveGame);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are in the Aybss. It is void of all life.";
return;
}
//TODO: Load player Inventory.
/* Due to private accessor Inv needs to be restored via
* foreach (Item in Inventory)
* this.AddItem(Item);
*/
}
public override void Save()
List<Room> rooms = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
if (rooms.Count == 0)
{
base.Save();
String path = Path.Combine(SavePath, Filename);
FileManager.WriteLine(path, this.Password, "Password");
FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
FileManager.WriteLine(path, this.Role.ToString(), "Role");
FileManager.WriteLine(path, this.CurrentRoom.Filename, "CurrentRoom");
FileManager.WriteLine(path, this.CurrentRoom.Zone, "CurrentZone");
FileManager.WriteLine(path, this.CurrentRoom.Realm, "CurrentRealm");
Log.Write("Error: Failed to find " + FileManager.GetData(filename, "CurrentRoom") + " room.");
return;
}
public virtual void Update()
else if (rooms.Count == 1)
{
//TODO: Update AI logic.
Log.Write("BaseCharacter.Update Called!", true);
//TODO: AI Logic: Don't attack anything if CurrentRoom.IsSafe
//TODO: Add Stat modifiers for Zone and Rooms.
CurrentRoom = rooms[0];
}
/// <summary>
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Boolean Move(AvailableTravelDirections travelDirection)
else
{
//Check if the current room has a doorway in the supplied direction of travel.
if (!CurrentRoom.DoorwayExist(travelDirection))
{
return false;
}
//Let other players know that the user walked out.
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
{
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
continue;
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Filename;
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
{
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked out towards the " + travelDirection.ToString());
}
}
//We have a doorway, lets move to the next room.
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
OnTravel(travelDirection);
return true;
//TODO: Loop through each found room and determin in some manor what should be the correct Room to assign.
}
public virtual void OnTravel(AvailableTravelDirections travelDirection)
if (CurrentRoom == null)
{
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
//Let other players know that the user walked in.
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
{
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
continue;
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
{
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked in from the " + TravelDirections.GetReverseDirection(travelDirection));
}
}
CurrentRoom = new Room(ActiveGame);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are in the Aybss. It is void of all life.";
return;
}
public virtual void OnTalk(String message, BaseCharacter instigator)
{
//If the instigator is not sending a message to this character, then the
//AI can ignore it. No response will be sent.
if (!message.ToLower().Substring("say".Length).Trim().Contains(this.Name.ToLower()))
return;
//If the message was directed at this player, we will only respond
//if this character is controlled by AI.
if (!this.IsControlled)
{
//Instance a new Say command, and send the dialog response that we have saved.
IGameCommand cmd = CommandEngine.GetCommand("Say");
if (cmd != null)
cmd.Execute("say " + this.Dialog.Response, instigator);
}
}
public void ExecuteCommand(String command)
{
CommandSystem.ExecuteCommand(command, this);
Send(""); //Blank line to help readability.
//Now that the command has been executed, restore the Command: message
Send("Command: ", false);
}
public virtual void Create(string playerName, string password)
{
Name = playerName;
Password = password;
Save();
}
public bool VarifyPassword(string password)
{
if (Password == password)
return true;
else
return false;
}
public virtual void Initialize()
{
if (ActiveGame.IsMultiplayer)
client.Receive(new byte[255]);
//Ensure custom commands are loaded until everything is fleshed out.
if (Game.IsDebug)
{
foreach (String command in CommandEngine.GetCommands())
{
Log.Write("Command loaded: " + command);
}
}
//Set the players initial room
if ((ActiveGame.InitialRealm == null) || (ActiveGame.InitialRealm.InitialZone == null) || (ActiveGame.InitialRealm.InitialZone.InitialRoom == null))
{
CurrentRoom = new Room(ActiveGame);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are in the Abyss. It is dark and void of life.";
}
else
CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
IGameCommand gc = CommandEngine.GetCommand("CommandLogin");
gc.Execute("Login", this);
Log.Write(Name + " has logged in.");
gc = CommandEngine.GetCommand("CommandLook");
gc.Execute("Look", this); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
this.Send("Command: ", false);
}
internal void Receive(String data)
{
//data = ExecuteCommand(data);
ExecuteCommand(data);
//Send(data); //Results no longer returned as Player.Send() is used by the commands now.
if (!ActiveGame.IsRunning)
Disconnect();
}
/// <summary>
/// Sends data to the player.
/// </summary>
/// <param name="data"></param>
/// <param name="newLine"></param>
public void Send(String data, Boolean newLine)
{
try
{
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
if (newLine)
data += "\n\r";
if (ActiveGame.IsMultiplayer)
client.Send(encoding.GetBytes(data));
else
Console.Write(data);
}
catch (Exception)
{
Disconnect();
}
}
/// <summary>
/// Sends data to the player.
/// </summary>
/// <param name="data"></param>
public void Send(String data)
{
Send(data, true);
}
public void FlushConsole()
{
try
{
if (ActiveGame.IsMultiplayer)
{
System.Text.ASCIIEncoding encoding = new ASCIIEncoding();
//\x1B is hex
//[2J is terminal sequences for clearing the screen.
client.Send(encoding.GetBytes("\x1B[2J"));
//[H is terminal sequence for sending the cursor back to its home position.
client.Send(encoding.GetBytes("\x1B[H"));
}
else
Console.Clear();
}
catch
{
Disconnect();
}
}
public void Disconnect()
{
if (IsActive)
{
this.Save();
Send("Goodbye!");
IsActive = false;
client.Close();
Log.Write(Name + " disconnected.");
}
}
public String ReadInput()
{
if (ActiveGame.IsMultiplayer)
{
List<byte> buffer = new List<byte>();
while (true)
{
try
{
byte[] buf = new byte[1];
Int32 recved = client.Receive(buf);
if (recved > 0)
{
if (buf[0] == '\n' && buffer.Count > 0)
{
if (buffer[buffer.Count - 1] == '\r')
buffer.RemoveAt(buffer.Count - 1);
String str;
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
str = enc.GetString(buffer.ToArray());
return str;
}
else
buffer.Add(buf[0]);
}
}
catch (Exception e)
{
Disconnect();
return e.Message;
}
}
}
else
{
return Console.ReadLine();
}
}
internal Socket client;
//TODO: Load player Inventory.
/* Due to private accessor Inv needs to be restored via
* foreach (Item in Inventory)
* this.AddItem(Item);
*/
}
public override void Save()
{
base.Save();
String path = Path.Combine(SavePath, Filename);
FileManager.WriteLine(path, this.Password, "Password");
FileManager.WriteLine(path, this.IsControlled.ToString(), "IsControlled");
FileManager.WriteLine(path, this.Role.ToString(), "Role");
FileManager.WriteLine(path, this.CurrentRoom.Filename, "CurrentRoom");
FileManager.WriteLine(path, this.CurrentRoom.Zone, "CurrentZone");
FileManager.WriteLine(path, this.CurrentRoom.Realm, "CurrentRealm");
}
public virtual void Update()
{
//TODO: Update AI logic.
Log.Write("BaseCharacter.Update Called!", true);
//TODO: AI Logic: Don't attack anything if CurrentRoom.IsSafe
//TODO: Add Stat modifiers for Zone and Rooms.
}
/// <summary>
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Boolean Move(AvailableTravelDirections travelDirection)
{
//Check if the current room has a doorway in the supplied direction of travel.
if (!CurrentRoom.DoorwayExist(travelDirection))
{
return false;
}
//Let other players know that the user walked out.
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
{
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
continue;
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Filename;
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
if ((room == CurrentRoom.Filename) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
{
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked out towards the " + travelDirection.ToString());
}
}
//We have a doorway, lets move to the next room.
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
OnTravel(travelDirection);
return true;
}
public virtual void OnTravel(AvailableTravelDirections travelDirection)
{
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
//Let other players know that the user walked in.
for (Int32 i = 0; i != ActiveGame.GetPlayerCollection().Length; i++)
{
if (ActiveGame.GetPlayerCollection()[i].Name == Name)
continue;
String room = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Name;
String realm = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Realm;
String zone = ActiveGame.GetPlayerCollection()[i].CurrentRoom.Zone;
if ((room == CurrentRoom.Name) && (realm == CurrentRoom.Realm) && (zone == CurrentRoom.Zone))
{
ActiveGame.GetPlayerCollection()[i].Send(Name + " walked in from the " + TravelDirections.GetReverseDirection(travelDirection));
}
}
}
public virtual void OnTalk(String message, BaseCharacter instigator)
{
//If the instigator is not sending a message to this character, then the
//AI can ignore it. No response will be sent.
if (!message.ToLower().Substring("say".Length).Trim().Contains(this.Name.ToLower()))
return;
//If the message was directed at this player, we will only respond
//if this character is controlled by AI.
if (!this.IsControlled)
{
//Instance a new Say command, and send the dialog response that we have saved.
IGameCommand cmd = CommandEngine.GetCommand("Say");
if (cmd != null)
cmd.Execute("say " + this.Dialog.Response, instigator);
}
}
public void ExecuteCommand(String command)
{
CommandSystem.ExecuteCommand(command, this);
Send(""); //Blank line to help readability.
//Now that the command has been executed, restore the Command: message
Send("Command: ", false);
}
public virtual void Create(string playerName, string password)
{
Name = playerName;
Password = password;
Save();
}
public bool VarifyPassword(string password)
{
if (Password == password)
return true;
else
return false;
}
public virtual void Initialize()
{
if (ActiveGame.IsMultiplayer)
client.Receive(new byte[255]);
//Ensure custom commands are loaded until everything is fleshed out.
if (Game.IsDebug)
{
foreach (String command in CommandEngine.GetCommands())
{
Log.Write("Command loaded: " + command);
}
}
//Set the players initial room
if ((ActiveGame.InitialRealm == null) || (ActiveGame.InitialRealm.InitialZone == null) || (ActiveGame.InitialRealm.InitialZone.InitialRoom == null))
{
CurrentRoom = new Room(ActiveGame);
CurrentRoom.Name = "Abyss";
CurrentRoom.Description = "You are in the Abyss. It is dark and void of life.";
}
else
CurrentRoom = ActiveGame.InitialRealm.InitialZone.InitialRoom;
IGameCommand gc = CommandEngine.GetCommand("CommandLogin");
gc.Execute("Login", this);
Log.Write(Name + " has logged in.");
gc = CommandEngine.GetCommand("CommandLook");
gc.Execute("Look", this); //MUST happen after Room setup is completed, otherwise the player default Abyss Room is printed.
this.Send("Command: ", false);
}
internal void Receive(String data)
{
//data = ExecuteCommand(data);
ExecuteCommand(data);
//Send(data); //Results no longer returned as Player.Send() is used by the commands now.
if (!ActiveGame.IsRunning)
Disconnect();
}
/// <summary>
/// Sends data to the player.
/// </summary>
/// <param name="data"></param>
/// <param name="newLine"></param>
public void Send(String data, Boolean newLine)
{
try
{
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
if (newLine)
data += "\n\r";
if (ActiveGame.IsMultiplayer)
client.Send(encoding.GetBytes(data));
else
Console.Write(data);
}
catch (Exception)
{
Disconnect();
}
}
/// <summary>
/// Sends data to the player.
/// </summary>
/// <param name="data"></param>
public void Send(String data)
{
Send(data, true);
}
public void FlushConsole()
{
try
{
if (ActiveGame.IsMultiplayer)
{
System.Text.ASCIIEncoding encoding = new ASCIIEncoding();
//\x1B is hex
//[2J is terminal sequences for clearing the screen.
client.Send(encoding.GetBytes("\x1B[2J"));
//[H is terminal sequence for sending the cursor back to its home position.
client.Send(encoding.GetBytes("\x1B[H"));
}
else
Console.Clear();
}
catch
{
Disconnect();
}
}
public void Disconnect()
{
if (IsActive)
{
this.Save();
Send("Goodbye!");
IsActive = false;
client.Close();
Log.Write(Name + " disconnected.");
}
}
public String ReadInput()
{
if (ActiveGame.IsMultiplayer)
{
List<byte> buffer = new List<byte>();
while (true)
{
try
{
byte[] buf = new byte[1];
Int32 recved = client.Receive(buf);
if (recved > 0)
{
if (buf[0] == '\n' && buffer.Count > 0)
{
if (buffer[buffer.Count - 1] == '\r')
buffer.RemoveAt(buffer.Count - 1);
String str;
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
str = enc.GetString(buffer.ToArray());
return str;
}
else
buffer.Add(buf[0]);
}
}
catch (Exception e)
{
Disconnect();
return e.Message;
}
}
}
else
{
return Console.ReadLine();
}
}
internal Socket client;
}
}

View file

@ -40,9 +40,8 @@
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.CSharp" />
<Reference Include="rScripting, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\rScript\rScripting\bin\Release\rScripting.dll</HintPath>
<Reference Include="rScripting">
<HintPath>..\..\rScripting\rScripting\bin\Release\rScripting.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core">
@ -58,6 +57,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Attributes\ParseProperty.cs" />
<Compile Include="Commands\CommandRestart.cs" />
<Compile Include="Commands\CommandLogin.cs" />
<Compile Include="Commands\CommandSaveWorld.cs" />

View file

@ -139,8 +139,8 @@ namespace MudEngine.Scripting
public Boolean Compile(CompilerParameters param, FileInfo scriptFile)
{
//TODO: Add single-file compilation support
return false; //Single file compiling not implemented
return false; //Single file compiling not implemented. TODO!
//Make sure we have a compiler version supplied.
if (!CompilerOptions.ContainsKey("CompilerVersion"))
CompilerOptions.Add("CompilerVersion", "v4.0");

View file

@ -40,7 +40,7 @@
<ItemGroup>
<Reference Include="rScripting, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\rScript\rScripting\bin\Release\rScripting.dll</HintPath>
<HintPath>..\..\rScripting\rScripting\bin\Release\rScripting.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />