- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32). - Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save() - Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save(); - Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time. MudGame: - began work on command execution from within the server while it's running.
115 lines
No EOL
3.2 KiB
C#
115 lines
No EOL
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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.GameObjects.Characters;
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using MudEngine.GameManagement;
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namespace MudEngine.Networking
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{
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public class Server
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{
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public Server()
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{
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stage = 0;
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port = 0;
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server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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}
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~Server()
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{
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stage = 0;
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port = 0;
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}
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public Boolean Initialize(Int32 p, ref BaseCharacter[] pbs)
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{
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if (stage != 0)
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return false;
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if (p <= 0)
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return false;
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port = p;
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players = pbs;
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clientThreads = new Thread[players.Length];
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stage++;
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return true;
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}
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public Boolean Start()
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{
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try
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{
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if (stage != 1)
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return false;
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IPEndPoint ipep = new IPEndPoint(IPAddress.Any, port);
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server.Bind(ipep);
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server.Listen(10);
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stage++;
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serverThread = new Thread(ServerThread);
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serverThread.Start();
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}
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catch (Exception)
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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 void EndServer()
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{
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stage = 0;
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serverThread.Abort();
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server.Close();
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}
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private void ServerThread()
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{
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while (stage == 2)
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{
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Int32 sub = -1;
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do
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{
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for (Int32 i = 0; i < players.Length; i++)
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{
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if (!players[i].IsActive)
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{
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sub = i;
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break;
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}
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}
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} while (sub < 0);
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players[sub].client = server.Accept();
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players[sub].IsActive = true;
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players[sub].IsControlled = true;
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clientThreads[sub] = new Thread(ReceiveThread);
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clientThreads[sub].Start((object)sub);
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}
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}
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private void ReceiveThread(object obj)
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{
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Int32 sub = (Int32)obj;
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players[sub].Initialize();
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while (stage == 2 && players[sub].IsActive)
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{
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players[sub].Receive(players[sub].ReadInput());
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}
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}
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public void Disconnect(Int32 sub)
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{
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if (sub > 0 && sub < players.Length)
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{
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clientThreads[sub].Abort();
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if (players[sub].IsActive)
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players[sub].Disconnect();
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}
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}
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private Thread serverThread;
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private Socket server;
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private Int32 stage;
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private Int32 port;
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BaseCharacter[] players;
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private Thread[] clientThreads;
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}
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} |