muddesigner/MudEngine/Communication/Server.cs
Scionwest_cp 388f2cf1e5 MudEngine:
Server - Minor changes.  Trying to track down why it crashes Telnet clients.
2011-10-03 19:43:19 -07:00

94 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using MudEngine.Core;
namespace MudEngine.Communication
{
public class Server : BaseServer
{
//Listens for incoming connections
private TcpListener _Listener;
//Dedicated thread for accepting and processing new connections
private Thread _Connect;
private Dictionary<BaseCharacter, Thread> _ClientCollection;
/// <summary>
/// Server constructor. Requires a currently active game to start.
/// </summary>
/// <param name="game"></param>
public Server(BaseGame game) : base(game)
{
this._Listener = new TcpListener(IPAddress.Any, 555);
this._ClientCollection = new Dictionary<BaseCharacter, Thread>();
}
/// <summary>
/// Server constructor. Requires a currently active game and desired port number to start.
/// </summary>
/// <param name="game"></param>
/// <param name="port"></param>
public Server(BaseGame game, int port)
: base(game)
{
this._Listener = new TcpListener(IPAddress.Any, port);
this._ClientCollection = new Dictionary<BaseCharacter, Thread>();
}
//Listens for incoming client connections.
private void ListenForConnections()
{
this._Listener.Start();
while (true)
{
TcpClient client = this._Listener.AcceptTcpClient();
//Someone connects, send them to a new thread.
Thread newClient = new Thread(new ParameterizedThreadStart(OnConnect));
newClient.Start(client);
}
}
public override void Initialize()
{
this._Connect = new Thread(new ThreadStart(ListenForConnections));
this._Connect.Start();
}
public override void Shutdown()
{
}
public override void OnConnect(object client)
{
TcpClient c = (TcpClient)client;
NetworkStream ns = c.GetStream();
ASCIIEncoding encoder = new ASCIIEncoding();
//ns.Write(encoder.GetBytes("WELCOME!!!!"), 0, "WELCOME!!!!".Length);
//ns.Flush();
// this.ActiveGame.OnConnect((TcpClient)client);
}
public override void OnDisconnect(object client)
{
throw new NotImplementedException();
}
public override void RecieveData(string data)
{
//TODO: command needs to be executed.
}
public override void SendData(string data)
{
}
}
}