* 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:
parent
0720393626
commit
ec5a674062
10 changed files with 185 additions and 74 deletions
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@ -58,12 +58,7 @@ namespace MudEngine.Core
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/// <returns></returns>
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public List<ICommand> GetCommands()
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{
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List<ICommand> collection = new List<ICommand>();
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foreach (ICommand c in CommandSystem.Commands.Values)
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collection.Add(c);
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return collection;
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return CommandSystem.Commands.Values.ToList();
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}
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/// <summary>
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@ -101,7 +96,7 @@ namespace MudEngine.Core
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/// </summary>
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/// <param name="command"></param>
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/// <param name="character"></param>
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public void Execute(string command, StandardCharacter character)
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public Boolean Execute(string command, StandardCharacter character)
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{
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//All Types that implement ICommand must have their class name begin with Command.
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//We must insert the 'Command' string into the beginning of the users Command
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@ -119,20 +114,20 @@ namespace MudEngine.Core
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try
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{
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//Execute the command
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cmd.Execute(command, character);
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return cmd.Execute(command, character);
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}
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catch (Exception ex)
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{
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Logger.WriteLine("Error: " + ex.Message);
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Console.WriteLine("Error: " + ex.Message);
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}
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return;
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}
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}
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//Let the player know that it was not a valid command.
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//TODO: Implement another way of performing this. I don't want game related classes tied to the system.
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character.SendMessage("Invalid Command Used.");
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return false;
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}
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/// <summary>
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@ -13,6 +13,6 @@ namespace MudEngine.Core.Interface
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string Description { get; set; }
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List<string> Help { get; set; }
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void Execute(string command, StandardCharacter character);
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Boolean Execute(string command, StandardCharacter character);
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}
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}
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@ -2,32 +2,62 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Reflection;
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using System.IO;
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namespace MudEngine.DAL
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{
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public enum DataTypes
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{
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Players,
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Environments,
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Characters,
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Equipment
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}
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/// <summary>
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/// Contains the paths for the engines file storage.
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/// </summary>
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public struct DataPaths
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public class DataPaths
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{
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/// <summary>
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/// Path to the engines Script directory
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/// </summary>
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public String Scripts { get; set; }
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public DataPaths()
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{
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String path = Assembly.GetExecutingAssembly().Location;
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String assemblyFile = Path.GetFileName(path);
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this._InstallRoot = path.Substring(0, path.Length - assemblyFile.Length);
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/// <summary>
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/// Path to the engines Environment files.
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/// </summary>
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public String Environments { get; set; }
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this.SetAbsolutePath(Path.Combine(this._InstallRoot, "Players"), DataTypes.Players);
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}
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/// <summary>
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/// Gets the Path to the Characters save directory
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/// </summary>
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public String Characters { get; set; }
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public void SetAbsolutePath(String path, DataTypes objectType)
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{
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if (!path.EndsWith(@"\"))
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path = path.Insert(path.Length, @"\");
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/// <summary>
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/// Gets the path to the saved players directory.
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/// </summary>
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public String Players { get; set; }
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switch (objectType)
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{
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case DataTypes.Players:
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this._Players = path;
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break;
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}
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}
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public void SetRelativePath(String path, DataTypes objectType)
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{
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}
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public String GetPath(DataTypes objectType)
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{
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if (objectType == DataTypes.Players)
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return this._Players;
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else
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return String.Empty;
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}
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private String _InstallRoot;
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private String _Players;
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private String _Environments;
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private String _Characters;
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private String _Equipment;
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}
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}
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@ -46,8 +46,28 @@ namespace MudEngine.Game.Characters
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/// </summary>
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public Boolean Immovable { get; set; }
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/// <summary>
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/// Gets or Sets if this character is enabled.
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/// </summary>
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public Boolean Enabled { get; set; }
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/// <summary>
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/// Gets or Sets if this client is fully logged into the account.
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/// </summary>
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public Boolean LoggedIn
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{
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get
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{
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return this._LoggedIn;
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}
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private set
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{
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if (value)
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this.OnLoginEvent();
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this._LoggedIn = value;
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}
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}
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//TODO: Add current location to characters
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//public IEnvironment CurrentLocation
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this._Writer = new StreamWriter(new NetworkStream(this._Connection, true));
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this._Writer.AutoFlush = true; //Flushes the stream automatically.
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this._InitialMessage = true; //Strips Telnet client garbage text from initial message sent from client.
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}
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public void Initialize()
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@ -111,21 +130,27 @@ namespace MudEngine.Game.Characters
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base.Load(filename);
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}
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internal void ExecuteCommand(string command)
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internal Boolean ExecuteCommand(string command)
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{
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if (this.Enabled)
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{
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Commands.Execute(command, this);
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Boolean result = Commands.Execute(command, this);
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SendMessage("");
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SendMessage("Command:", false);
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return result;
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}
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else
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return false;
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}
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public void Connect(Socket connection)
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{
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this._Connection = connection;
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//this.Initialize();
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OnConnectEvent();
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}
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@ -186,7 +211,8 @@ namespace MudEngine.Game.Characters
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System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
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input = enc.GetString(buffer.ToArray());
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buffer.Clear();
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return input;
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//Return a trimmed string.
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return CleanString(input);
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}
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else
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buffer.Add(buf[0]);
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@ -206,6 +232,10 @@ namespace MudEngine.Game.Characters
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}
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}
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public void FlushBuffer()
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{
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}
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String CleanString(String line)
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{
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/*
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else
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return String.Empty;
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* */
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Regex invalidChars = new Regex(
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@"(?<![\uD800-\uDBFF])[\uDC00-\uDFFF]|[\uD800-\uDBFF](?![\uDC00-\uDFFF])|[\x00-\x08\x0B\x0C\x0E-\x1F\x7F-\x9F\uFEFF\uFFFE\uFFFF]",
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RegexOptions.Compiled);
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if (String.IsNullOrEmpty(line))
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return "";
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else
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return invalidChars.Replace(line, "");
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Match m = Regex.Match(line, @"\w+"); // Regex.Replace(line, @"[^\u0000-\u007F]", "");
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line = m.Value;
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return line.Trim();
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}
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public delegate void OnConnectHandler();
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public event OnConnectHandler OnConnectEvent;
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public void OnConnect()
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{
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this.SendMessage(this.Game.Server.MOTD);
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//Greet the user with the game information
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this.SendMessage(this.Game.Name);
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this.SendMessage(this.Game.Description);
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this.SendMessage(String.Empty);
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//Log the user in.
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this.LoggedIn = this.ExecuteCommand("Login");
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}
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public delegate void OnDisconnectHandler();
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public event OnLoginHandler OnLoginEvent;
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public void OnLogin()
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{
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this.SendMessage(this.Game.Server.MOTD);
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}
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private Socket _Connection;
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private StreamReader _Reader;
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private StreamWriter _Writer;
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private Boolean _InitialMessage;
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private Boolean _LoggedIn;
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private List<byte> buffer = new List<byte>();
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}
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}
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Text;
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using System.IO;
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using MudEngine.Networking;
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using MudEngine.Core;
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//Setup default save paths.
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DataPaths paths = new DataPaths();
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paths.Environments = @"\Environment";
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paths.Characters = @"\Characters";
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paths.Players = @"\SavedPlayer";
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paths.Scripts = @"\Scripts";
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this.SavePaths = paths;
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SetupPaths();
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}
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/// <summary>
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@ -169,5 +168,11 @@ namespace MudEngine.Game
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{
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}
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private void SetupPaths()
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{
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if (!Directory.Exists(this.SavePaths.GetPath(DataTypes.Players)))
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Directory.CreateDirectory(this.SavePaths.GetPath(DataTypes.Players));
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}
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}
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}
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@ -66,7 +66,7 @@ namespace MudEngine.GameScripts
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if (!File.Exists(filename))
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return;
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XElement data = XElement.Load(filename);
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//XElement data = XElement.Load(filename);
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}
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catch
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{
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@ -28,13 +28,24 @@ namespace MudEngine.GameScripts.Commands
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Description = "Account login command.";
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}
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public void Execute(string command, Game.Characters.StandardCharacter character)
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public Boolean Execute(string command, Game.Characters.StandardCharacter character)
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{
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//reference to the Characters Game.
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StandardGame game = character.Game;
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//Store a reference to this character for other methods within this class.
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this._Character = character;
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if (character.LoggedIn)
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{
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character.SendMessage("You are already logged in!");
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return false;
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}
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character.SendMessage("Please enter character name: ");
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String name = String.Empty;
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//Repeat the login process until we get a valid name.
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while (String.IsNullOrEmpty(name))
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{
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character.SendMessage("Enter your character name: ", false);
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@ -42,36 +53,73 @@ namespace MudEngine.GameScripts.Commands
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name = String.Empty;
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Boolean isFound = false;
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while (String.IsNullOrEmpty(name))
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//Get the supplied name
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name = character.GetInput();
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//Check if the name entered is blank. Ensure that we remove leading and ending spaces
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if (String.IsNullOrEmpty(name))
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continue;
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//Look if the file exists.
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String filename = game.SavePaths.GetPath(DAL.DataTypes.Players) + name;
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if (File.Exists(game.SavePaths.GetPath(DAL.DataTypes.Players) + name))
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isFound = true;
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//if the character name supplied exists, load it.
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if (isFound)
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{
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name = character.GetInput();
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//Perform a password check
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character.SendMessage("Please enter a password for " + name);
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String password = character.GetInput();
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if (String.IsNullOrEmpty(name))
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//If the password is empty, then restart the process.
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if (String.IsNullOrEmpty(password))
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{
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name = String.Empty;
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continue;
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}
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//Look if the file exists.
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if (File.Exists(game.SavePaths.Players + @"\" + name))
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isFound = true;
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//Load the character from file.
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character.Load(game.SavePaths.GetPath(DAL.DataTypes.Players) + name);
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//Check if the characters password matches that of the saved player password
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if ("1234" != password)
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{
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//No match, bail.
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character.SendMessage("Invalid password provided.");
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name = String.Empty;
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continue;
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}
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else //End our loading.
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{
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character.SendMessage("Welcome back " + character.Name + "!");
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return true;
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}
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}
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else
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{
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character.SendMessage("No character with that name was found. Create a new one? (Yes/No)");
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String result = character.GetInput();
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if (result.ToLower() == "yes")
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{
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return CreateCharacter(name);
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}
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else
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{
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character.SendMessage("Enter your password: ", false);
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String password = character.GetInput();
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if (String.IsNullOrEmpty(password))
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{
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//Reset the process if no password supplied.
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name = String.Empty;
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continue;
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}
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else
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{
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}
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continue;
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}
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}
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}
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return false;
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}
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private Boolean CreateCharacter(String name)
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{
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return false;
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}
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private StandardCharacter _Character;
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}
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}
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@ -24,7 +24,7 @@ namespace MudEngine.GameScripts.Commands
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this.Description = "Chat command that allows objects to communicate.";
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}
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public void Execute(string command, StandardCharacter character)
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public Boolean Execute(string command, StandardCharacter character)
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{
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//Grab a reference to the character for simplifying access.
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StandardGame game = character.Game;
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@ -42,6 +42,8 @@ namespace MudEngine.GameScripts.Commands
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//Send a different copy of the message to the broadcastor.
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character.SendMessage("You say: " + message);
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return true;
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}
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}
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}
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|
|
|
@ -25,13 +25,14 @@ namespace MudEngine.GameScripts.Commands
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this.Description = "Chat command that allows objects to communicate.";
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}
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public void Execute(string command, StandardCharacter character)
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public Boolean Execute(string command, StandardCharacter character)
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{
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//Grab a reference to the character for simplifying access.
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StandardGame game = character.Game;
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//Stop the game.
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new Thread(game.Stop).Start();
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return true;
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}
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}
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}
|
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|
|
|
@ -35,6 +35,7 @@ namespace MudEngine.Networking
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StandardCharacter character = new StandardCharacter(game, "New Player", "New networked client.", connection);
|
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|
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//Invoke the Characters Server connection method
|
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character.Initialize();
|
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character.Connect(connection);
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this._ConnectedCharacters.Add(character);
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this._ConnectedThreads.Add(new Thread(ReceiveDataThread));
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|
@ -51,7 +52,6 @@ namespace MudEngine.Networking
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private void ReceiveDataThread(Object index)
|
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{
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StandardCharacter character = this._ConnectedCharacters[(Int32)index];
|
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character.Initialize();
|
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|
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while (character.Game.Server.Status == ServerStatus.Running &&
|
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character.Enabled)
|
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|
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