Created 2 new projects that are basically rewrites of the other two, many many many things are missing. but I want to effectively be able to switch states and commands without having to create dependencies.
Currently you can connect and Reach the "ConnectState" from there anything you state will just be an "InvalidCommand"
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37 changed files with 960 additions and 3 deletions
86
MudEngine/WinPC.Engine/WinPC.Engine.csproj
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86
MudEngine/WinPC.Engine/WinPC.Engine.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{9D9E8CAC-8876-4725-9A65-2077DE4322DD}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>WinPC.Engine</RootNamespace>
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<AssemblyName>WinPC.Engine</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<SccProjectName>SAK</SccProjectName>
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<SccLocalPath>SAK</SccLocalPath>
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<SccAuxPath>SAK</SccAuxPath>
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<SccProvider>SAK</SccProvider>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Abstract.Actions\ILoadable.cs" />
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<Compile Include="Abstract.Actions\ISaveable.cs" />
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<Compile Include="Abstract.Core\ICommand.cs" />
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<Compile Include="Abstract.Core\IEngine.cs" />
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<Compile Include="Abstract.Core\IGame.cs" />
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<Compile Include="Abstract.Core\IGameObject.cs" />
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<Compile Include="Abstract.Core\IInventory.cs" />
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<Compile Include="Abstract.Core\ILogger.cs" />
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<Compile Include="Abstract.Core\IPlayer.cs" />
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<Compile Include="Abstract.Core\IRealm.cs" />
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<Compile Include="Abstract.Core\IRoom.cs" />
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<Compile Include="Abstract.Core\IRule.cs" />
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<Compile Include="Abstract.Core\IState.cs" />
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<Compile Include="Abstract.Actions\IUseable.cs" />
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<Compile Include="Abstract.Directors\IConnectionsDirector.cs" />
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<Compile Include="Abstract.Directors\IRuleDirector.cs" />
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<Compile Include="Abstract.Directors\IServerDirector.cs" />
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<Compile Include="Abstract.Networking\IConnection.cs" />
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<Compile Include="Abstract.Networking\IServer.cs" />
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<Compile Include="Abstract.Objects\IItem.cs" />
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<Compile Include="Commands\InvalidCommand.cs" />
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<Compile Include="Core\Logger.cs" />
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<Compile Include="Core\Player.cs" />
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<Compile Include="Directors\ServerDirector.cs" />
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<Compile Include="Engine.cs" />
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<Compile Include="Networking\Server.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="States\ConnectState.cs" />
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<Compile Include="States\MainMenuState.cs" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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