muddesigner/MudEngine/Networking/Server.cs
Scionwest_cp a52ccf8da9 MudEngine:
- 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.
2010-08-14 00:20:43 -07:00

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3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
namespace MudEngine.Networking
{
public class Server
{
public Server()
{
stage = 0;
port = 0;
server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
~Server()
{
stage = 0;
port = 0;
}
public Boolean Initialize(Int32 p, ref BaseCharacter[] pbs)
{
if (stage != 0)
return false;
if (p <= 0)
return false;
port = p;
players = pbs;
clientThreads = new Thread[players.Length];
stage++;
return true;
}
public Boolean Start()
{
try
{
if (stage != 1)
return false;
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, port);
server.Bind(ipep);
server.Listen(10);
stage++;
serverThread = new Thread(ServerThread);
serverThread.Start();
}
catch (Exception)
{
return false;
}
return true;
}
public void EndServer()
{
stage = 0;
serverThread.Abort();
server.Close();
}
private void ServerThread()
{
while (stage == 2)
{
Int32 sub = -1;
do
{
for (Int32 i = 0; i < players.Length; i++)
{
if (!players[i].IsActive)
{
sub = i;
break;
}
}
} while (sub < 0);
players[sub].client = server.Accept();
players[sub].IsActive = true;
players[sub].IsControlled = true;
clientThreads[sub] = new Thread(ReceiveThread);
clientThreads[sub].Start((object)sub);
}
}
private void ReceiveThread(object obj)
{
Int32 sub = (Int32)obj;
players[sub].Initialize();
while (stage == 2 && players[sub].IsActive)
{
players[sub].Receive(players[sub].ReadInput());
}
}
public void Disconnect(Int32 sub)
{
if (sub > 0 && sub < players.Length)
{
clientThreads[sub].Abort();
if (players[sub].IsActive)
players[sub].Disconnect();
}
}
private Thread serverThread;
private Socket server;
private Int32 stage;
private Int32 port;
BaseCharacter[] players;
private Thread[] clientThreads;
}
}