MudEngine:

- Login command now supports Offline games. Skips various things that are server related only.
 - Added a constructor to SaveDataPaths for quickly being able to assign paths.
 - Game.Start is now Virtual so that scripts may override it.
 - Game.Start now supports single player games and initializes players within it.
 - Log now provides a Verbose mode so that Singleplayer games no longer gets flooded with Game startup messages.
 - BaseCharacter.Initialize() Initialize no longer crashes when called with IsMultiplayer set to false.
 - BaseCharacter.ReadInput() now supports IsMultiplayer being false.

MudServer:
 - Now supports singleplayer and multiplayer games within a single application. 
 - MudServer is now ready to be re-named to MudGame and will be used for both Offline and Online games.
This commit is contained in:
Scionwest_cp 2010-08-08 18:05:21 -07:00
parent ef7cc5d2c2
commit aade5f797f
7 changed files with 188 additions and 55 deletions

View file

@ -43,11 +43,14 @@ namespace MudEngine.Commands
}
//Next search if there is an existing player already logged in with this name, if so disconnect them.
foreach (BaseCharacter character in player.ActiveGame.PlayerCollection)
if (player.ActiveGame.IsMultiplayer)
{
if (character.Name.ToLower() == input.ToLower())
for (int i = 0; i <= player.ActiveGame.PlayerCollection.Length - 1; i++)
{
character.Disconnect();
if (player.ActiveGame.PlayerCollection[i].Name.ToLower() == input.ToLower())
{
player.ActiveGame.PlayerCollection[i].Disconnect();
}
}
}
@ -65,22 +68,24 @@ namespace MudEngine.Commands
//Look to see if there are players in the Room
//Let other players know that the user walked in.
for (int i = 0; i != player.ActiveGame.PlayerCollection.Length; i++)
if (player.ActiveGame.IsMultiplayer)
{
if (player.ActiveGame.PlayerCollection[i].Name == player.Name)
continue;
string room = player.ActiveGame.PlayerCollection[i].CurrentRoom.Name;
string realm = player.ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
string zone = player.ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
if ((room == player.CurrentRoom.Name) && (realm == player.CurrentRoom.Realm) && (zone == player.CurrentRoom.Zone))
for (int i = 0; i != player.ActiveGame.PlayerCollection.Length; i++)
{
player.ActiveGame.PlayerCollection[i].Send(player.Name + " arrived.");
if (player.ActiveGame.PlayerCollection[i].Name == player.Name)
continue;
string room = player.ActiveGame.PlayerCollection[i].CurrentRoom.Name;
string realm = player.ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
string zone = player.ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
if ((room == player.CurrentRoom.Name) && (realm == player.CurrentRoom.Realm) && (zone == player.CurrentRoom.Zone))
{
player.ActiveGame.PlayerCollection[i].Send(player.Name + " arrived.");
}
}
}
//player.CommandSystem.ExecuteCommand("Look", player); //Handled in BaseCharacter.Initialize() now.
return new CommandResults();
}
}

View file

@ -32,7 +32,7 @@ namespace MudEngine.Commands
}
}
else
player.Save(filename); //Should never be called?
player.Save(filename); //Should never be called?
return new CommandResults();
}

View file

@ -7,7 +7,36 @@ namespace MudEngine.FileSystem
{
public struct SaveDataPaths
{
public string Players { get; set; }
public string Environment { get; set; }
public string Players
{
get
{
return _Players;
}
set
{
_Players = value;
}
}
public string Environment
{
get
{
return _Environment;
}
set
{
_Environment = value;
}
}
private string _Players;
private string _Environment;
public SaveDataPaths(string environment, string players)
{
_Players = players;
_Environment = environment;
}
}
}

View file

@ -241,7 +241,7 @@ namespace MudEngine.GameManagement
/// <summary>
/// Starts the game and runs the server if IsMultiplayer is true
/// </summary>
public bool Start()
public virtual bool Start()
{
Log.Write("Game Initializing...");
if (!Directory.Exists(DataPaths.Players))
@ -300,6 +300,12 @@ namespace MudEngine.GameManagement
Log.Write("Starting Server...");
this.StartServer();
}
else //Not multiplayer so we change the save locations
{
SaveDataPaths paths = new SaveDataPaths("World", "Saved");
DataPaths = paths;
PlayerCollection[0].Initialize();
}
//Game is running now.
IsRunning = true;
@ -314,18 +320,36 @@ namespace MudEngine.GameManagement
public void Shutdown()
{
Log.Write("Server shutdown requested...");
//Place ending code here for game shut down.
//TODO: Save content on shutdown.
if (IsMultiplayer)
Server.EndServer();
Save();
IsRunning = false;
Log.Write("Shutdown completed...");
}
public void Save()
{
Log.Write("Saving Game world....");
Log.Write("Saving Game Players...");
for (int i = 0; i <= PlayerCollection.Length - 1; i++)
{
if (PlayerCollection[i].Name == "New BaseCharacter")
continue;
Log.Write("Saving " + PlayerCollection[i].Name);
PlayerCollection[i].Save(Path.Combine(DataPaths.Players, PlayerCollection[i].Filename));
}
}
public void Load()
{
}
/// <summary>
/// Adds a Realm to the Games current list of Realms.
/// </summary>

View file

@ -11,6 +11,7 @@ namespace MudEngine.GameManagement
public static class Log
{
static List<string> cachedMessages = new List<string>();
public static Boolean IsVerbose;
public static void Write(string message)
{
@ -39,7 +40,7 @@ namespace MudEngine.GameManagement
sb.AppendLine(message);
}
if (sb.ToString() == "")
if ((sb.ToString() == "") || (IsVerbose))
return "";
else
return sb.ToString();

View file

@ -195,7 +195,7 @@ namespace MudEngine.GameObjects.Characters
Send(""); //Blank line to help readability.
//Now that the command has been executed, restore the Command: message
//Send("Command: ", false);
Send("Command: ", false);
/* No longer needed due to player.send() sending content to the player.
if (result.Result != null)
@ -213,7 +213,8 @@ namespace MudEngine.GameObjects.Characters
internal void Initialize()
{
client.Receive(new byte[255]);
if (ActiveGame.IsMultiplayer)
client.Receive(new byte[255]);
if (Game.IsDebug)
Log.Write("New Player Connected.");
@ -302,35 +303,42 @@ namespace MudEngine.GameObjects.Characters
}
internal string ReadInput()
{
List<byte> buffer = new List<byte>();
while (true)
if (ActiveGame.IsMultiplayer)
{
try
List<byte> buffer = new List<byte>();
while (true)
{
byte[] buf = new byte[1];
int recved = client.Receive(buf);
if (recved > 0)
try
{
if (buf[0] == '\n' && buffer.Count > 0)
{
if (buffer[buffer.Count-1] == '\r')
buffer.RemoveAt(buffer.Count-1);
byte[] buf = new byte[1];
int recved = client.Receive(buf);
String str;
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
str = enc.GetString(buffer.ToArray());
return str;
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]);
}
else
buffer.Add(buf[0]);
}
catch (Exception e)
{
Disconnect();
return e.Message;
}
}
catch (Exception e)
{
Disconnect();
return e.Message;
}
}
else
{
return Console.ReadLine();
}
}

View file

@ -15,25 +15,35 @@ namespace MudServer
{
static class Program
{
const string SettingsFile = "Settings.ini";
static void Main(string[] args)
{
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
Log.IsVerbose = true;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
Log.IsVerbose = false;
else
Log.IsVerbose = false;
Log.Write("Launching...");
ScriptEngine scriptEngine;
Game game;
//Re-create the settings file if it is missing
if (!File.Exists("Settings.ini"))
if (!File.Exists(SettingsFile))
{
Log.Write("Settings.ini missing!");
FileManager.WriteLine("Settings.ini", "Scripts", "ScriptPath");
FileManager.WriteLine("Settings.ini", ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
Log.Write("Settings.ini re-created with default values");
}
Log.Write("Loading settings...");
scriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.SourceFiles);
scriptEngine.ScriptPath = FileManager.GetData("Settings.ini", "ScriptPath");
scriptEngine.ScriptExtension = FileManager.GetData("Settings.ini", "ScriptExtension");
scriptEngine.ScriptPath = FileManager.GetData(SettingsFile, "ScriptPath");
scriptEngine.ScriptExtension = FileManager.GetData(SettingsFile, "ScriptExtension");
//scriptEngine.CompileScripts();
Log.Write("Initializing Script Engine for Script Compilation...");
@ -68,13 +78,69 @@ namespace MudServer
Console.WriteLine(Log.GetMessages());
Log.FlushMessages();
game.Start();
//Server is only enabled if the option is in the settings file
//Allows developers to remove the option from the settings file and letting
//people host multiplayer games with the singleplayer MUD.
//People won't know that it's an option if the option doesn't exist so if no
//option is found in the sttings file, then we assume offline play.
if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "false")
game.IsMultiplayer = false;
else if (FileManager.GetData(SettingsFile, "ServerEnabled").ToLower() == "")
game.IsMultiplayer = false;
else
game.IsMultiplayer = true;
game.Start();
//Make sure the Game is in fact running.
if (!game.IsRunning)
{
Console.WriteLine("Error starting game!\nReview Log file for details.");
return;
}
//If the game isn't in multiplayer mode, then the server doesn't create an instance of the players
//We need to make sure that the Game created one. The default game handles this, but inherited Game
//scripts might miss this, so we check for it.
if (!game.IsMultiplayer)
{
if ((game.PlayerCollection[0] == null) || (game.PlayerCollection[0].Name == "New BaseCharacter"))
{
Console.WriteLine("Error! No player available for creation!");
return;
}
}
DateTime serverTime = new DateTime();
DateTime systemTime = DateTime.Now;
int lastSaveGap = 0;
while (game.IsRunning)
{
Console.Write(Log.GetMessages());
Log.FlushMessages();
System.Threading.Thread.Sleep(1);
if (lastSaveGap == 30)
{
game.Save();
lastSaveGap = 0;
}
if (serverTime.Minute != DateTime.Now.Minute)
{
serverTime = DateTime.Now;
lastSaveGap++;
}
if (game.IsMultiplayer)
{
Console.Write(Log.GetMessages());
Log.FlushMessages();
System.Threading.Thread.Sleep(1);
}
else
{
game.PlayerCollection[0].ExecuteCommand(Console.ReadLine());
}
}
}
}