muddesigner/MudEngine/Networking/Server.cs
Scionwest_cp 23e5efb58e MudServer:
- 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.
2010-07-27 17:16:58 -07:00

132 lines
No EOL
3.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
/* Usage:
* Server MUDServer = new Server();
* MUDServer.InitializeUDP(666); or MUDServer.InitializeTCP(666);
* MUDServer.Start();
*/
namespace MudEngine.Networking
{
public class Server
{
public Server()
{
stage = 0;
port = 0;
server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
~Server()
{
stage = 0;
port = 0;
}
public bool Initialize(int p, ref /*List<BaseCharacter>*/BaseCharacter[] pbs)
{
if (stage != 0)
return false;
if (p <= 0)
return false;
port = p;
clientThreads = new Thread[pbs./*Capacity*/Length];
players = pbs;
stage++;
return true;
}
public bool Start()
{
try
{
if (stage != 1)
return false;
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, port);
server.Bind(ipep);
server.Listen(10);
stage++;
serverThread = new Thread(ServerThread);
serverThread.Start();
}
catch (Exception)
{
return false;
}
return true;
}
public void EndServer()
{
stage = 0;
serverThread.Abort();
server.Close();
}
private void ServerThread()
{
while (stage == 2)
{
int sub = -1;
do
{
for (int i = 0; i < players./*Count*/Length; i++)
{
if (!players[i].IsActive)
{
sub = i;
break;
}
}
} while (sub < 0);
players[sub].client = server.Accept();
players[sub].Initialize();
Log.Write("New Player Connected.");
//ParameterizedThreadStart start = new ParameterizedThreadStart(ReceiveThread);
clientThreads[sub] = new Thread(ReceiveThread);
clientThreads[sub].Start((object)sub);
}
}
private void ReceiveThread(object obj)
{
int sub = (int)obj;
while (stage == 2 && players[sub].IsActive)
{
try
{
byte[] buf = new byte[255];
int recved = players[sub].client.Receive(buf);
if(recved > 0)
players[sub].Receive(buf);
}
catch (Exception) // error receiving, close player
{
players[sub].Clear();
}
}
}
public void Disconnect(int sub)
{
if (sub > 0 && sub < players./*Capacity*/Length)
{
clientThreads[sub].Abort();
players[sub].Clear();
}
}
private Thread serverThread;
private Socket server;
private int stage;
private int port;
//List<BaseCharacter> players;
BaseCharacter[] players;
// TCP Stuff:
private Thread[] clientThreads;
}
}