* StandardCharacter re-wrote to support the new Server code. Also added event method support for various states. * ConnectionManager re-wrote to support the new server. * Work on Log message importance started * INetworked.Connect now requires a Socket as its parameter. * StandardGame no longer has Properties for MaxConnections and MaxQueuedConnections. This is handle via StandardGame.Start() parameters. * CommandLogin command added. Initial check-in and not fully implemented.
86 lines
2.1 KiB
C#
86 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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using System.IO;
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using MudEngine.Game;
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using MudEngine.DAL;
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namespace MudEngine.GameScripts
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{
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public class BaseScript
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{
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[DefaultValue("Scripted Object")]
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public String Name { get; set; }
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public String ID { get; set; }
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public String Description { get; set; }
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public XMLData SaveData { get; protected set; }
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public BaseScript(StandardGame game, String name, String description)
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{
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this.Name = name;
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this.Description = description;
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this.ID = Guid.NewGuid().ToString();
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this.SaveData = new XMLData(this.GetType().Name);
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}
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public virtual Boolean Save(String filename)
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{
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return this.Save(filename, false);
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}
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public virtual Boolean Save(String filename, Boolean ignoreFileWrite)
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{
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if (File.Exists(filename))
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File.Delete(filename);
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try
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{
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this.SaveData.AddSaveData("Name", Name);
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this.SaveData.AddSaveData("ID", ID);
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this.SaveData.AddSaveData("Description", Description);
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if (!ignoreFileWrite)
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this.SaveData.Save(filename);
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}
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catch
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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 virtual void Load(String filename)
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{
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try
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{
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if (!File.Exists(filename))
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return;
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XElement data = XElement.Load(filename);
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}
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catch
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{
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return;
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}
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return;
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}
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public override string ToString()
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{
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if (String.IsNullOrEmpty(this.Name))
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return this.GetType().Name + " without Name";
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else
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return this.Name;
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}
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}
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}
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