Player.ToString retuns IPlayer.Name

ServerDirector.GetPlayer() helper method added for getting a player from the server without providing access to the servers collection libraries.
ConnectState.Render() has some test code used when writing ServerDirector.GetPlayer()

Started converting ConnectedPlayer and ConnectedThread collections to a single Dictionary collection.  Not migrating everything to it until helper methods are finished.
This commit is contained in:
Scionwest_cp 2012-06-05 20:46:11 -07:00
parent ca97b9c439
commit f977376ac3
6 changed files with 54 additions and 18 deletions

View file

@ -2,6 +2,5 @@
{
public interface ILoadable
{
}
}

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@ -3,7 +3,7 @@
public interface IPlayer
{
IState CurrentState { get; }
string Name { get; set; }
void Disconnect();
}
}

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@ -11,10 +11,13 @@ namespace WinPC.Engine.Core
public List<byte> buffer = new List<byte>();
public string Name { get; set; }
public Player(IState initialState, Socket connection)
{
Connection = connection;
CurrentState = initialState;
Name = "Player";
}
public void Disconnect()
@ -26,5 +29,10 @@ namespace WinPC.Engine.Core
{
CurrentState = state;
}
public override string ToString()
{
return this.Name;
}
}
}

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@ -2,10 +2,12 @@
using System.Collections.Generic;
using System.Net.Sockets;
using System.Threading;
using System.Linq;
using WinPC.Engine.Abstract.Directors;
using WinPC.Engine.Abstract.Networking;
using WinPC.Engine.Core;
using WinPC.Engine.States;
using WinPC.Engine.Abstract.Core;
namespace WinPC.Engine.Directors
{
@ -15,6 +17,7 @@ namespace WinPC.Engine.Directors
public List<Thread> ConnectionThreads { get; private set; }
public List<Player> ConnectedPlayers { get; private set; }
public Dictionary<Player, Thread> ConnectedUsers { get; private set; }
public IServer Server { get; set; }
@ -23,7 +26,7 @@ namespace WinPC.Engine.Directors
Server = server;
ConnectedPlayers = new List<Player>(Server.MaxConnections);
ConnectionThreads = new List<Thread>(Server.MaxConnections);
ConnectedUsers = new Dictionary<Player, Thread>();
}
public void AddConnection(Socket connection)
@ -31,8 +34,12 @@ namespace WinPC.Engine.Directors
var player = new Player(new ConnectState(this), connection);
ConnectedPlayers.Add(player);
Thread userThread = new Thread(ReceiveDataThread);
ConnectionThreads.Add(new Thread(ReceiveDataThread));
//TODO: Replace ConnectedPlayers and ConnectionThreads with ConnectedUsers
ConnectedUsers.Add(player, userThread);
ConnectionThreads.Add(userThread);
var index = ConnectionThreads.Count - 1;
ConnectionThreads[index].Name = "Player";
@ -114,5 +121,21 @@ namespace WinPC.Engine.Directors
}
}
}
/// <summary>
/// Returns a reference to the specified player if s/he is connected to the server.
/// </summary>
/// <param name="player">Name of the player to return</param>
/// <returns></returns>
public bool GetPlayer(string name, out IPlayer player)
{
var connectedPlayer = from p in ConnectedUsers
where p.Key.Name == name
select p.Key;
player = connectedPlayer.First();
return player == null ? true : false;
}
}
}

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@ -4,6 +4,7 @@ using System.Text;
using WinPC.Engine.Abstract.Core;
using WinPC.Engine.Commands;
using WinPC.Engine.Directors;
using WinPC.Engine.Core;
namespace WinPC.Engine.States
{
@ -26,11 +27,17 @@ namespace WinPC.Engine.States
Connection = Director.ConnectedPlayers[index].Connection;
Director.ConnectedPlayers[index].Connection.Send(Encoding.GetBytes("Welcome to Scionwest's Mud Engine!"+"\n\r"));
Director.ConnectedPlayers[index].Connection.Send(Encoding.GetBytes("Please enter your name" + "\n\r"));
Connection.Send(Encoding.GetBytes("Welcome to Scionwest's Mud Engine!"+"\n\r"));
Connection.Send(Encoding.GetBytes("Please enter your name" + "\n\r"));
//Just used for testing ServerDirector.GetPlayer method
IPlayer player = null;
bool validPlayer = Director.GetPlayer("Player", out player);
//player = player ?? new IPlayer().Create();
if (validPlayer)
Connection.Send(Encoding.GetBytes("Welcome " + player.Name));
}
public ICommand GetCommand()

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@ -30,7 +30,6 @@ namespace WinPC.Engine.States
}
public ICommand GetCommand()