* Telnet client header information is now successfully (finally) stripped out of the first stream received. * Command System underwent some optimizations along with now always returning a Boolean value once execution of a command is completed. * ICommand interface now forces all ICommand.Execute methods to return a Boolean value. * DataPaths class re-wrote and is now simi in-use by StandardGame and the Login command * Minor adjustments to how characters are initialized upon connection in various classes.
106 lines
3.5 KiB
C#
106 lines
3.5 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.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.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 class ConnectionManager
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{
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//Collection of currently connected players.
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internal List<Thread> _ConnectedThreads;
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internal List<StandardCharacter> _ConnectedCharacters;
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public ConnectionManager(Int32 maxPlayers)
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{
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this._ConnectedCharacters = new List<StandardCharacter>(maxPlayers);
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this._ConnectedThreads = new List<Thread>(maxPlayers);
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}
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/// <summary>
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/// Creates a new character for the player and sets it up on the server.
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/// </summary>
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/// <param name="game"></param>
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/// <param name="connection"></param>
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public void AddConnection(StandardGame game, Socket connection)
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{
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//Instance a new character and provide it with the Socket.
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StandardCharacter character = new StandardCharacter(game, "New Player", "New networked client.", connection);
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//Invoke the Characters Server connection method
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character.Initialize();
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character.Connect(connection);
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this._ConnectedCharacters.Add(character);
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this._ConnectedThreads.Add(new Thread(ReceiveDataThread));
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Int32 index = this._ConnectedThreads.Count - 1;
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this._ConnectedThreads[index].Start(index);
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}
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public StandardCharacter[] GetConnectedCharacters()
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{
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return this._ConnectedCharacters.ToArray();
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}
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private void ReceiveDataThread(Object index)
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{
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StandardCharacter character = this._ConnectedCharacters[(Int32)index];
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while (character.Game.Server.Status == ServerStatus.Running &&
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character.Enabled)
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{
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try
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{
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character.ExecuteCommand(character.GetInput());
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}
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catch
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{
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RemoveConnection(character);
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}
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}
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RemoveConnection(character);
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}
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/// <summary>
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/// Removes the specified player character from the server.
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/// </summary>
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/// <param name="character"></param>
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public void RemoveConnection(StandardCharacter character)
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{
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character.Save(character.Filename);
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character.Disconnect();
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foreach (StandardCharacter c in this._ConnectedCharacters)
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{
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if (c.ID == character.ID)
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{
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Int32 index = _ConnectedCharacters.IndexOf(c);
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this._ConnectedCharacters.Remove(character);
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this._ConnectedThreads[index].Abort();
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}
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}
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}
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/// <summary>
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/// Disconnects all of the currently connected clients.
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/// </summary>
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public void DisconnectAll()
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{
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for (Int32 i = 0; i < this._ConnectedCharacters.Count; i++)
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{
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this._ConnectedCharacters[i].Disconnect();
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this._ConnectedThreads[i].Abort();
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}
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this._ConnectedCharacters.Clear();
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this._ConnectedThreads.Clear();
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}
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}
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}
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