* StandardCharacter now automatically invokes the Login command upon connection to the server. Login command not implemented completely yet.

* Telnet client header information is now successfully (finally) stripped out of the first stream received.
* Command System underwent some optimizations along with now always returning a Boolean value once execution of a command is completed.
* ICommand interface now forces all ICommand.Execute methods to return a Boolean value.
* DataPaths class re-wrote and is now simi in-use by StandardGame and the Login command
* Minor adjustments to how characters are initialized upon connection in various classes.
This commit is contained in:
Scionwest_cp 2012-03-03 20:57:47 -08:00
parent 0720393626
commit ec5a674062
10 changed files with 185 additions and 74 deletions

View file

@ -46,8 +46,28 @@ namespace MudEngine.Game.Characters
/// </summary>
public Boolean Immovable { get; set; }
/// <summary>
/// Gets or Sets if this character is enabled.
/// </summary>
public Boolean Enabled { get; set; }
/// <summary>
/// Gets or Sets if this client is fully logged into the account.
/// </summary>
public Boolean LoggedIn
{
get
{
return this._LoggedIn;
}
private set
{
if (value)
this.OnLoginEvent();
this._LoggedIn = value;
}
}
//TODO: Add current location to characters
//public IEnvironment CurrentLocation
@ -76,7 +96,6 @@ namespace MudEngine.Game.Characters
this._Writer = new StreamWriter(new NetworkStream(this._Connection, true));
this._Writer.AutoFlush = true; //Flushes the stream automatically.
this._InitialMessage = true; //Strips Telnet client garbage text from initial message sent from client.
}
public void Initialize()
@ -111,21 +130,27 @@ namespace MudEngine.Game.Characters
base.Load(filename);
}
internal void ExecuteCommand(string command)
internal Boolean ExecuteCommand(string command)
{
if (this.Enabled)
{
Commands.Execute(command, this);
Boolean result = Commands.Execute(command, this);
SendMessage("");
SendMessage("Command:", false);
return result;
}
else
return false;
}
public void Connect(Socket connection)
{
this._Connection = connection;
//this.Initialize();
OnConnectEvent();
}
@ -186,7 +211,8 @@ namespace MudEngine.Game.Characters
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
input = enc.GetString(buffer.ToArray());
buffer.Clear();
return input;
//Return a trimmed string.
return CleanString(input);
}
else
buffer.Add(buf[0]);
@ -206,6 +232,10 @@ namespace MudEngine.Game.Characters
}
}
public void FlushBuffer()
{
}
String CleanString(String line)
{
/*
@ -224,22 +254,22 @@ namespace MudEngine.Game.Characters
else
return String.Empty;
* */
Regex invalidChars = new Regex(
@"(?<![\uD800-\uDBFF])[\uDC00-\uDFFF]|[\uD800-\uDBFF](?![\uDC00-\uDFFF])|[\x00-\x08\x0B\x0C\x0E-\x1F\x7F-\x9F\uFEFF\uFFFE\uFFFF]",
RegexOptions.Compiled);
if (String.IsNullOrEmpty(line))
return "";
else
return invalidChars.Replace(line, "");
Match m = Regex.Match(line, @"\w+"); // Regex.Replace(line, @"[^\u0000-\u007F]", "");
line = m.Value;
return line.Trim();
}
public delegate void OnConnectHandler();
public event OnConnectHandler OnConnectEvent;
public void OnConnect()
{
this.SendMessage(this.Game.Server.MOTD);
//Greet the user with the game information
this.SendMessage(this.Game.Name);
this.SendMessage(this.Game.Description);
this.SendMessage(String.Empty);
//Log the user in.
this.LoggedIn = this.ExecuteCommand("Login");
}
public delegate void OnDisconnectHandler();
@ -252,13 +282,13 @@ namespace MudEngine.Game.Characters
public event OnLoginHandler OnLoginEvent;
public void OnLogin()
{
this.SendMessage(this.Game.Server.MOTD);
}
private Socket _Connection;
private StreamReader _Reader;
private StreamWriter _Writer;
private Boolean _InitialMessage;
private Boolean _LoggedIn;
private List<byte> buffer = new List<byte>();
}
}