muddesigner/MudEngine/WinPC_Engine/GameScripts/BaseScript.cs
Scionwest_cp 27f7e31772 * Re-wrote the Server code again. Now much more reliable and passes all connections to the ConnectionManager properly.
* 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.
2012-03-03 11:17:01 -08:00

86 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using System.IO;
using MudEngine.Game;
using MudEngine.DAL;
namespace MudEngine.GameScripts
{
public class BaseScript
{
[DefaultValue("Scripted Object")]
public String Name { get; set; }
public String ID { get; set; }
public String Description { get; set; }
public XMLData SaveData { get; protected set; }
public BaseScript(StandardGame game, String name, String description)
{
this.Name = name;
this.Description = description;
this.ID = Guid.NewGuid().ToString();
this.SaveData = new XMLData(this.GetType().Name);
}
public virtual Boolean Save(String filename)
{
return this.Save(filename, false);
}
public virtual Boolean Save(String filename, Boolean ignoreFileWrite)
{
if (File.Exists(filename))
File.Delete(filename);
try
{
this.SaveData.AddSaveData("Name", Name);
this.SaveData.AddSaveData("ID", ID);
this.SaveData.AddSaveData("Description", Description);
if (!ignoreFileWrite)
this.SaveData.Save(filename);
}
catch
{
return false;
}
return true;
}
public virtual void Load(String filename)
{
try
{
if (!File.Exists(filename))
return;
XElement data = XElement.Load(filename);
}
catch
{
return;
}
return;
}
public override string ToString()
{
if (String.IsNullOrEmpty(this.Name))
return this.GetType().Name + " without Name";
else
return this.Name;
}
}
}