muddesigner/MudEngine/WinPC_Engine/Networking/Server.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

96 lines
2.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using MudEngine.Core;
using MudEngine.Core.Interfaces;
using MudEngine.Game;
using MudEngine.Game.Characters;
namespace MudEngine.Networking
{
public enum ServerStatus
{
Stopped = 0,
Starting = 1,
Running = 2,
}
[Category("Networking")]
public class Server
{
public ServerStatus Status { get; private set; }
public Int32 Port { get; private set; }
public Int32 MaxConnections { get; private set; }
public Int32 MaxQueuedConnections { get; private set; }
public ConnectionManager ConnectionManager { get; private set; }
public Boolean Enabled { get; private set; }
public String MOTD { get; set; }
public Server(StandardGame game, Int32 port)
{
this.Port = port;
this.Status = ServerStatus.Stopped;
this.MaxConnections = 100;
this.MaxQueuedConnections = 10;
this._Game = game;
this._Server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
public void Start(Int32 maxConnections, Int32 maxQueueSize)
{
if (this.Status != ServerStatus.Stopped)
return;
this.Status = ServerStatus.Starting;
this.MaxConnections = maxConnections;
this.ConnectionManager = new ConnectionManager(this.MaxConnections);
try
{
IPEndPoint ip = new IPEndPoint(IPAddress.Any, this.Port);
this._Server.Bind(ip);
this._Server.Listen(this.MaxQueuedConnections);
this.Status = ServerStatus.Running;
this.Enabled = true;
this._ServerThread = new Thread(ServerLoop);
this._ServerThread.Start();
}
catch
{
this.Status = ServerStatus.Stopped;
}
}
public void Stop()
{
}
private void ServerLoop()
{
while (this.Status == ServerStatus.Running)
{
this.ConnectionManager.AddConnection(this._Game, this._Server.Accept());
}
}
private StandardGame _Game;
private Socket _Server;
private Thread _ServerThread;
}
}