- Began working on in-line commands. MudEngine: - Now logs when a player connects. MudServer prints this to the console via Log.GetMessages() MudCompiler: - Added /bin/debug to ignore list.
132 lines
No EOL
3.7 KiB
C#
132 lines
No EOL
3.7 KiB
C#
using System;
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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.Net;
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using System.Net.Sockets;
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using System.Threading;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameManagement;
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/* Usage:
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* Server MUDServer = new Server();
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* MUDServer.InitializeUDP(666); or MUDServer.InitializeTCP(666);
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* MUDServer.Start();
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*/
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namespace MudEngine.Networking
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{
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public class Server
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{
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public Server()
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{
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stage = 0;
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port = 0;
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server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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}
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~Server()
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{
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stage = 0;
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port = 0;
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}
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public bool Initialize(int p, ref /*List<BaseCharacter>*/BaseCharacter[] pbs)
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{
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if (stage != 0)
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return false;
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if (p <= 0)
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return false;
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port = p;
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clientThreads = new Thread[pbs./*Capacity*/Length];
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players = pbs;
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stage++;
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return true;
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}
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public bool Start()
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{
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try
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{
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if (stage != 1)
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return false;
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IPEndPoint ipep = new IPEndPoint(IPAddress.Any, port);
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server.Bind(ipep);
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server.Listen(10);
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stage++;
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serverThread = new Thread(ServerThread);
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serverThread.Start();
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}
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catch (Exception)
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{
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return false;
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}
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return true;
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}
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public void EndServer()
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{
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stage = 0;
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serverThread.Abort();
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server.Close();
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}
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private void ServerThread()
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{
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while (stage == 2)
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{
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int sub = -1;
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do
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{
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for (int i = 0; i < players./*Count*/Length; i++)
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{
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if (!players[i].IsActive)
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{
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sub = i;
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break;
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}
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}
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} while (sub < 0);
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players[sub].client = server.Accept();
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players[sub].Initialize();
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Log.Write("New Player Connected.");
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//ParameterizedThreadStart start = new ParameterizedThreadStart(ReceiveThread);
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clientThreads[sub] = new Thread(ReceiveThread);
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clientThreads[sub].Start((object)sub);
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}
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}
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private void ReceiveThread(object obj)
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{
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int sub = (int)obj;
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while (stage == 2 && players[sub].IsActive)
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{
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try
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{
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byte[] buf = new byte[255];
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int recved = players[sub].client.Receive(buf);
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if(recved > 0)
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players[sub].Receive(buf);
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}
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catch (Exception) // error receiving, close player
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{
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players[sub].Clear();
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}
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}
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}
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public void Disconnect(int sub)
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{
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if (sub > 0 && sub < players./*Capacity*/Length)
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{
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clientThreads[sub].Abort();
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players[sub].Clear();
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}
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}
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private Thread serverThread;
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private Socket server;
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private int stage;
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private int port;
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//List<BaseCharacter> players;
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BaseCharacter[] players;
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// TCP Stuff:
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private Thread[] clientThreads;
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}
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} |