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:
parent
ca97b9c439
commit
f977376ac3
6 changed files with 54 additions and 18 deletions
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@ -2,6 +2,5 @@
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{
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public interface ILoadable
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{
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}
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}
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@ -3,7 +3,7 @@
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public interface IPlayer
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{
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IState CurrentState { get; }
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string Name { get; set; }
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void Disconnect();
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}
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}
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@ -11,10 +11,13 @@ namespace WinPC.Engine.Core
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public List<byte> buffer = new List<byte>();
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public string Name { get; set; }
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public Player(IState initialState, Socket connection)
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{
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Connection = connection;
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CurrentState = initialState;
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Name = "Player";
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}
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public void Disconnect()
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@ -26,5 +29,10 @@ namespace WinPC.Engine.Core
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{
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CurrentState = state;
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}
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public override string ToString()
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{
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return this.Name;
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}
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}
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}
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@ -2,10 +2,12 @@
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using System.Collections.Generic;
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using System.Net.Sockets;
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using System.Threading;
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using System.Linq;
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using WinPC.Engine.Abstract.Directors;
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using WinPC.Engine.Abstract.Networking;
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using WinPC.Engine.Core;
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using WinPC.Engine.States;
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using WinPC.Engine.Abstract.Core;
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namespace WinPC.Engine.Directors
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{
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@ -15,6 +17,7 @@ namespace WinPC.Engine.Directors
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public List<Thread> ConnectionThreads { get; private set; }
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public List<Player> ConnectedPlayers { get; private set; }
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public Dictionary<Player, Thread> ConnectedUsers { get; private set; }
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public IServer Server { get; set; }
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@ -23,7 +26,7 @@ namespace WinPC.Engine.Directors
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Server = server;
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ConnectedPlayers = new List<Player>(Server.MaxConnections);
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ConnectionThreads = new List<Thread>(Server.MaxConnections);
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ConnectedUsers = new Dictionary<Player, Thread>();
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}
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public void AddConnection(Socket connection)
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@ -31,8 +34,12 @@ namespace WinPC.Engine.Directors
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var player = new Player(new ConnectState(this), connection);
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ConnectedPlayers.Add(player);
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Thread userThread = new Thread(ReceiveDataThread);
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ConnectionThreads.Add(new Thread(ReceiveDataThread));
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//TODO: Replace ConnectedPlayers and ConnectionThreads with ConnectedUsers
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ConnectedUsers.Add(player, userThread);
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ConnectionThreads.Add(userThread);
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var index = ConnectionThreads.Count - 1;
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ConnectionThreads[index].Name = "Player";
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@ -114,5 +121,21 @@ namespace WinPC.Engine.Directors
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}
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}
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}
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/// <summary>
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/// Returns a reference to the specified player if s/he is connected to the server.
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/// </summary>
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/// <param name="player">Name of the player to return</param>
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/// <returns></returns>
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public bool GetPlayer(string name, out IPlayer player)
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{
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var connectedPlayer = from p in ConnectedUsers
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where p.Key.Name == name
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select p.Key;
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player = connectedPlayer.First();
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return player == null ? true : false;
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}
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}
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}
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@ -4,6 +4,7 @@ using System.Text;
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using WinPC.Engine.Abstract.Core;
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using WinPC.Engine.Commands;
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using WinPC.Engine.Directors;
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using WinPC.Engine.Core;
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namespace WinPC.Engine.States
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{
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@ -26,11 +27,17 @@ namespace WinPC.Engine.States
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Connection = Director.ConnectedPlayers[index].Connection;
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Director.ConnectedPlayers[index].Connection.Send(Encoding.GetBytes("Welcome to Scionwest's Mud Engine!"+"\n\r"));
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Director.ConnectedPlayers[index].Connection.Send(Encoding.GetBytes("Please enter your name" + "\n\r"));
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Connection.Send(Encoding.GetBytes("Welcome to Scionwest's Mud Engine!"+"\n\r"));
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Connection.Send(Encoding.GetBytes("Please enter your name" + "\n\r"));
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//Just used for testing ServerDirector.GetPlayer method
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IPlayer player = null;
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bool validPlayer = Director.GetPlayer("Player", out player);
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//player = player ?? new IPlayer().Create();
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if (validPlayer)
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Connection.Send(Encoding.GetBytes("Welcome " + player.Name));
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}
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public ICommand GetCommand()
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@ -30,7 +30,6 @@ namespace WinPC.Engine.States
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}
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public ICommand GetCommand()
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