muddesigner/MudEngine/WinPC.Engine/Directors/ServerDirector.cs
Scionwest_cp 24c9fae4f5 * IPlayer - Connection and Buffer properties added along with SwitchState(IState) method
* 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.
2012-06-06 20:56:30 -07:00

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4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Threading;
using System.Linq;
using WinPC.Engine.Abstract.Directors;
using WinPC.Engine.Abstract.Networking;
using WinPC.Engine.Core;
using WinPC.Engine.States;
using WinPC.Engine.Abstract.Core;
namespace WinPC.Engine.Directors
{
public class ServerDirector : IServerDirector
{
public List<Thread> ConnectionThreads { get; private set; }
public List<Player> ConnectedPlayers { get; private set; }
public Dictionary<Player, Thread> ConnectedUsers { get; private set; }
public IServer Server { get; set; }
public ServerDirector(IServer server)
{
Server = server;
ConnectedPlayers = new List<Player>(Server.MaxConnections);
ConnectionThreads = new List<Thread>(Server.MaxConnections);
ConnectedUsers = new Dictionary<Player, Thread>();
}
public void AddConnection(Socket connection)
{
//TODO: Allow support for custom Player Types from scripts.
var player = new Player(new ConnectState(this), connection);
ConnectedPlayers.Add(player);
Thread userThread = new Thread(ReceiveDataThread);
//TODO: Replace ConnectedPlayers and ConnectionThreads with ConnectedUsers
ConnectedUsers.Add(player, userThread);
ConnectionThreads.Add(userThread);
var index = ConnectionThreads.Count - 1;
player.Name = "Player";
userThread.Start(player);
}
public void ReceiveDataThread(object player)
{
var connectedPlayer = (IPlayer)player;
while (Server.Enabled)
{
connectedPlayer.CurrentState.Render(connectedPlayer);
var command = connectedPlayer.CurrentState.GetCommand();
command.Execute();
}
}
public void DisconnectAll()
{
foreach (var player in ConnectedPlayers)
{
player.Disconnect();
}
foreach (var thread in ConnectionThreads)
{
thread.Abort();
}
ConnectedPlayers.Clear();
ConnectionThreads.Clear();
}
public String RecieveInput(IPlayer player)
{
string input = String.Empty;
while (true)
{
try
{
byte[] buf = new byte[1];
Int32 recved = player.Connection.Receive(buf);
if (recved > 0)
{
if (buf[0] == '\n' && player.Buffer.Count > 0)
{
if (player.Buffer[player.Buffer.Count - 1] == '\r')
player.Buffer.RemoveAt(player.Buffer.Count - 1);
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
input = enc.GetString(player.Buffer.ToArray());
player.Buffer.Clear();
//Return a trimmed string.
return input;
}
else
player.Buffer.Add(buf[0]);
}
else if (recved == 0) //Disconnected
{
// ConnectedPlayers[index]. Connected = false;
// this.LoggedIn = false;
return "Disconnected.";
}
}
catch (Exception e)
{
//Flag as disabled
// this.Connected = false;
// this.LoggedIn = false;
return e.Message;
}
}
}
/// <summary>
/// Returns a reference to the specified player if s/he is connected to the server.
/// </summary>
/// <param name="player">Name of the player to return</param>
/// <returns></returns>
public bool GetPlayer(string name, out IPlayer player)
{
var connectedPlayer = from p in ConnectedUsers
where p.Key.Name == name
select p.Key;
player = connectedPlayer.First();
return player == null ? true : false;
}
}
}