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