muddesigner/MudEngine/WinPC_Engine/Game/Characters/StandardCharacter.cs
Scionwest_cp 4b6c394f43 * Moved the Telnet header removal code from StandardCharacter to the Login command.
* Login command now checks to make sure no illegal characters exist in the characters name such as underscores and asteriks.  Only letters and numbers are allowed.
* Only 1 word names are supported however I provided support for first and last name based characters within the Login command.  It is commented out and can be easily implemented by uncommenting.
2012-03-03 21:15:53 -08:00

271 lines
8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Xml.Linq;
using System.Text.RegularExpressions;
using MudEngine.GameScripts;
using MudEngine.Core.Interfaces;
using MudEngine.Networking;
using MudEngine.Core;
namespace MudEngine.Game.Characters
{
/// <summary>
/// Standard Character class used by all character based objects
/// </summary>
public class StandardCharacter : BaseScript, INetworked, ISavable, IGameComponent
{
/// <summary>
/// Gets a reference to the currently active game.
/// </summary>
public StandardGame Game { get; private set; }
public string Filename { get; set; }
/// <summary>
/// Gets what this Characters role on the server is.
/// </summary>
public CharacterRoles Role { get; protected set; }
/// <summary>
/// Gets what this characters stats are.
/// </summary>
public CharacterStats Stats { get; protected set; }
//TODO: Should be Private/Protected?
public String Password { get; set; }
/// <summary>
/// Flags this object as non-movable in the world.
/// </summary>
public Boolean Immovable { get; set; }
/// <summary>
/// Gets or Sets if this character is enabled.
/// </summary>
public Boolean Enabled { get; set; }
/// <summary>
/// Gets or Sets if this client is fully logged into the account.
/// </summary>
public Boolean LoggedIn
{
get
{
return this._LoggedIn;
}
private set
{
if (value)
this.OnLoginEvent();
this._LoggedIn = value;
}
}
//TODO: Add current location to characters
//public IEnvironment CurrentLocation
protected CommandSystem Commands { get; private set; }
public StandardCharacter(StandardGame game, String name, String description)
: base(game, name, description)
{
this.Game = game;
//Instance this Characters personal Command System with a copy of the command
//collection already loaded and prepared by the Active Game.
this.Commands = new CommandSystem(CommandSystem.Commands);
this.OnConnectEvent += new OnConnectHandler(OnConnect);
this.OnDisconnectEvent += new OnDisconnectHandler(OnDisconnect);
this.OnLoginEvent += new OnLoginHandler(OnLogin);
}
public StandardCharacter(StandardGame game, String name, String description, Socket connection)
: this(game, name, description)
{
this._Connection = connection;
this._Reader = new StreamReader(new NetworkStream(this._Connection, false));
this._Writer = new StreamWriter(new NetworkStream(this._Connection, true));
this._Writer.AutoFlush = true; //Flushes the stream automatically.
}
public void Initialize()
{
//throw new NotImplementedException();
this.Enabled = true;
}
/// <summary>
/// Destroys any resources used by this character.
/// Assumes that Save() has already been invoked.
/// </summary>
public void Destroy()
{
this.Commands = null;
}
public override bool Save(String filename)
{
base.Save(filename, true);
SaveData.AddSaveData("Immovable", Immovable.ToString());
SaveData.AddSaveData("Password", Password);
this.SaveData.Save(filename);
return true;
}
public override void Load(string filename)
{
base.Load(filename);
}
internal Boolean ExecuteCommand(string command)
{
if (this.Enabled)
{
Boolean result = Commands.Execute(command, this);
SendMessage("");
SendMessage("Command:", false);
return result;
}
else
return false;
}
public void Connect(Socket connection)
{
this._Connection = connection;
//this.Initialize();
OnConnectEvent();
}
public void Disconnect()
{
Console.WriteLine("Disconnecting...");
//Purge all of this characters commands.
this.Destroy();
//Close our currently open socket.
this._Connection.Close();
this.OnDisconnectEvent();
Console.WriteLine("Disconnect Complete.");
}
public void SendMessage(String data)
{
this.SendMessage(data, true);
}
public void SendMessage(String data, Boolean newLine)
{
try
{
System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
if (newLine)
data += "\n\r";
this._Connection.Send(encoding.GetBytes(data));
}
catch (Exception)
{
Disconnect();
}
}
public String GetInput()
{
string input = String.Empty;
while (true)
{
try
{
byte[] buf = new byte[1];
Int32 recved = this._Connection.Receive(buf);
if (recved > 0)
{
if (buf[0] == '\n' && buffer.Count > 0)
{
if (buffer[buffer.Count - 1] == '\r')
buffer.RemoveAt(buffer.Count - 1);
System.Text.UTF8Encoding enc = new System.Text.UTF8Encoding();
input = enc.GetString(buffer.ToArray());
buffer.Clear();
//Return a trimmed string.
return input;
}
else
buffer.Add(buf[0]);
}
else if (recved == 0) //Disconnected
{
this.Enabled = false;
return "Disconnected.";
}
}
catch (Exception e)
{
//Flag as disabled
this.Enabled = false;
return e.Message;
}
}
}
public void FlushBuffer()
{
}
public delegate void OnConnectHandler();
public event OnConnectHandler OnConnectEvent;
public void OnConnect()
{
//Greet the user with the game information
this.SendMessage(this.Game.Name);
this.SendMessage(this.Game.Description);
this.SendMessage(String.Empty);
//Log the user in.
this.LoggedIn = this.ExecuteCommand("Login");
}
public delegate void OnDisconnectHandler();
public event OnDisconnectHandler OnDisconnectEvent;
public void OnDisconnect()
{
}
public delegate void OnLoginHandler();
public event OnLoginHandler OnLoginEvent;
public void OnLogin()
{
this.SendMessage(this.Game.Server.MOTD);
}
private Socket _Connection;
private StreamReader _Reader;
private StreamWriter _Writer;
private Boolean _LoggedIn;
private List<byte> buffer = new List<byte>();
}
}