* Switched the ServerDirector over from using two List Collections to maintain Client Threads and Player instances into a single Dictionary. Required adjusting the majority of the existing Types, but should now be functional. Need to still add some safety checks for null references since we are now passing a reference Type around.
141 lines
No EOL
4.6 KiB
C#
141 lines
No EOL
4.6 KiB
C#
using System;
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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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public class ServerDirector : IServerDirector
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{
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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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public ServerDirector(IServer server)
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{
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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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{
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//TODO: Allow support for custom Player Types from scripts.
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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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//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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player.Name = "Player";
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userThread.Start(player);
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}
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public void ReceiveDataThread(object player)
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{
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var connectedPlayer = (IPlayer)player;
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while (Server.Enabled)
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{
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connectedPlayer.CurrentState.Render(connectedPlayer);
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var command = connectedPlayer.CurrentState.GetCommand();
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command.Execute();
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}
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}
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public void DisconnectAll()
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{
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foreach (var player in ConnectedPlayers)
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{
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player.Disconnect();
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}
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foreach (var thread in ConnectionThreads)
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{
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thread.Abort();
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}
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ConnectedPlayers.Clear();
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ConnectionThreads.Clear();
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}
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public String RecieveInput(IPlayer player)
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{
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string input = String.Empty;
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while (true)
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{
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try
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{
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byte[] buf = new byte[1];
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Int32 recved = player.Connection.Receive(buf);
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if (recved > 0)
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{
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if (buf[0] == '\n' && player.Buffer.Count > 0)
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{
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if (player.Buffer[player.Buffer.Count - 1] == '\r')
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player.Buffer.RemoveAt(player.Buffer.Count - 1);
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System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
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input = enc.GetString(player.Buffer.ToArray());
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player.Buffer.Clear();
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//Return a trimmed string.
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return input;
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}
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else
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player.Buffer.Add(buf[0]);
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}
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else if (recved == 0) //Disconnected
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{
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// ConnectedPlayers[index]. Connected = false;
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// this.LoggedIn = false;
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return "Disconnected.";
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}
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}
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catch (Exception e)
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{
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//Flag as disabled
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// this.Connected = false;
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// this.LoggedIn = false;
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return e.Message;
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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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} |