Few Fixes
- Receives junk sent by telnet client upon established connection - Fixed up some problems with ReadInput - Fixed up Disconnect - Replaced some Log() calls. - Commented out Initialize on a new thread, will be uncommented when CommandEngine is fixed. - CommandEngine doesn't want to do things while other things are happening even though they are on different threads... Fix that?
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bc05eba56e
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3 changed files with 23 additions and 49 deletions
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@ -140,6 +140,9 @@ namespace MudEngine.GameObjects.Characters
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internal void Initialize()
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{
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client.Receive(new byte[255]);
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Log.Write("New Player Connected.");
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string result = ExecuteCommand("Login");
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@ -148,7 +151,7 @@ namespace MudEngine.GameObjects.Characters
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}
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internal void Receive(string data)
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{
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ExecuteCommand(data);
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data = ExecuteCommand(data);
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Send(data);
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if (!ActiveGame.IsRunning)
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Disconnect();
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@ -169,7 +172,7 @@ namespace MudEngine.GameObjects.Characters
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client.Send(encoding.GetBytes(data));
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}
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catch (Exception) // error, connection failed: close client
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catch (Exception)
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{
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Disconnect();
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}
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@ -186,13 +189,17 @@ namespace MudEngine.GameObjects.Characters
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internal void Disconnect()
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{
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string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
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this.Save(filePath);
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if (IsActive)
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{
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string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
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this.Save(filePath);
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Send("Disconnecting...");
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IsActive = false;
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client.Close();
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// TODO: Reset game so it can be used again
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IsActive = false;
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client.Close();
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// TODO: Reset game so it can be used again
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Log.Write("Player " + this.Name + " disconnected.");
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}
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}
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internal string ReadInput()
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{
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@ -212,20 +219,7 @@ namespace MudEngine.GameObjects.Characters
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buffer.RemoveAt(buffer.Count-1);
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String str;
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List<byte> correctedBuffer = new List<byte>();
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System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
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/*
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foreach (byte i in buffer)
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{
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if (i == 255)
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continue;
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else if (i == 251)
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continue;
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else
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correctedBuffer.Add(i);
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}
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*/
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str = enc.GetString(buffer.ToArray());
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return str;
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}
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@ -233,9 +227,10 @@ namespace MudEngine.GameObjects.Characters
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buffer.Add(buf[0]);
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}
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}
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catch (Exception) // error receiving, close player
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catch (Exception e)
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{
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Disconnect();
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return e.Message;
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}
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}
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}
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