using System; using System.Collections.Generic; using System.Linq; using System.IO; using System.Text; using System.Net; using System.Net.Sockets; using System.Threading; using System.Xml.Linq; using System.Text.RegularExpressions; using MudEngine.GameScripts; using MudEngine.Core.Interfaces; using MudEngine.Networking; using MudEngine.Core; namespace MudEngine.Game.Characters { /// /// Standard Character class used by all character based objects /// public class StandardCharacter : BaseScript, INetworked, ISavable, IGameComponent { /// /// Gets a reference to the currently active game. /// public StandardGame Game { get; private set; } public string Filename { get; set; } /// /// Gets what this Characters role on the server is. /// public CharacterRoles Role { get; protected set; } /// /// Gets what this characters stats are. /// public CharacterStats Stats { get; protected set; } //TODO: Should be Private/Protected? public String Password { get; set; } /// /// Flags this object as non-movable in the world. /// public Boolean Immovable { get; set; } /// /// Gets or Sets if this character is enabled. /// public Boolean Enabled { get; set; } /// /// Gets or Sets if this client is fully logged into the account. /// 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 protected CommandSystem Commands { get; private set; } public StandardCharacter(StandardGame game, String name, String description) : base(game, name, description) { this.Game = game; //Instance this Characters personal Command System with a copy of the command //collection already loaded and prepared by the Active Game. this.Commands = new CommandSystem(CommandSystem.Commands); this.OnConnectEvent += new OnConnectHandler(OnConnect); this.OnDisconnectEvent += new OnDisconnectHandler(OnDisconnect); this.OnLoginEvent += new OnLoginHandler(OnLogin); } public StandardCharacter(StandardGame game, String name, String description, Socket connection) : this(game, name, description) { this._Connection = connection; this._Reader = new StreamReader(new NetworkStream(this._Connection, false)); this._Writer = new StreamWriter(new NetworkStream(this._Connection, true)); this._Writer.AutoFlush = true; //Flushes the stream automatically. } public void Initialize() { //throw new NotImplementedException(); this.Enabled = true; } /// /// Destroys any resources used by this character. /// Assumes that Save() has already been invoked. /// public void Destroy() { this.Commands = null; } public override bool Save(String filename) { base.Save(filename, true); SaveData.AddSaveData("Immovable", Immovable.ToString()); SaveData.AddSaveData("Password", Password); this.SaveData.Save(filename); return true; } public override void Load(string filename) { base.Load(filename); } internal Boolean ExecuteCommand(string command) { if (this.Enabled) { 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(); } public void Disconnect() { Console.WriteLine("Disconnecting..."); //Purge all of this characters commands. this.Destroy(); //Close our currently open socket. this._Connection.Close(); this.OnDisconnectEvent(); Console.WriteLine("Disconnect Complete."); } public void SendMessage(String data) { this.SendMessage(data, true); } public void SendMessage(String data, Boolean newLine) { try { System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding(); if (newLine) data += "\n\r"; this._Connection.Send(encoding.GetBytes(data)); } catch (Exception) { Disconnect(); } } public String GetInput() { string input = String.Empty; while (true) { try { byte[] buf = new byte[1]; Int32 recved = this._Connection.Receive(buf); if (recved > 0) { if (buf[0] == '\n' && buffer.Count > 0) { if (buffer[buffer.Count - 1] == '\r') buffer.RemoveAt(buffer.Count - 1); System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding(); input = enc.GetString(buffer.ToArray()); buffer.Clear(); //Return a trimmed string. return CleanString(input); } else buffer.Add(buf[0]); } else if (recved == 0) //Disconnected { this.Enabled = false; return "Disconnected."; } } catch (Exception e) { //Flag as disabled this.Enabled = false; return e.Message; } } } public void FlushBuffer() { } String CleanString(String line) { /* if ((!String.IsNullOrEmpty(line)) && (line.Length > 0)) { System.Text.StringBuilder sb = new System.Text.StringBuilder(line.Length); foreach (char c in line) { if (char.IsSymbol(c)) continue; sb.Append(char.IsControl(c) ? ' ' : c); } String newLine = sb.ToString().Trim().Substring(2).Trim(); return newLine; } else return String.Empty; * */ 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() { //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(); public event OnDisconnectHandler OnDisconnectEvent; public void OnDisconnect() { } public delegate void OnLoginHandler(); public event OnLoginHandler OnLoginEvent; public void OnLogin() { this.SendMessage(this.Game.Server.MOTD); } private Socket _Connection; private StreamReader _Reader; private StreamWriter _Writer; private Boolean _LoggedIn; private List buffer = new List(); } }