muddesigner/MudEngine/WinPC_Engine/Game/Characters/StandardCharacter.cs
Scionwest_cp f0ec29c240 * XMLData.Save now has exception handling code in-place.
* Added better commenting to the majority of the projects files.
* Removed command support from the server console.
* Added a Client side command STOP that can be used to shut down the server.  In the future that will be specific to Admins only.
* Characters now have their save code invoked during server shut down.
* Server shut down code added.  Server.Stop() fully implemented.
2012-03-03 13:24:35 -08:00

285 lines
8.5 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, IUpdatable, 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; }
public Boolean Enabled { get; set; }
//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);
}
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.
this._InitialMessage = true; //Strips Telnet client garbage text from initial message sent from client.
}
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);
}
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;
}
internal void ExecuteCommand(string command)
{
if (this.Enabled)
{
Commands.Execute(command, this);
SendMessage("");
SendMessage("Command:", false);
}
}
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 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 Disconnect()
{
Console.WriteLine("Disconnecting...");
//Purge all of this characters commands.
this.Destroy();
//Close our currently open socket.
this._Connection.Close();
//this._LoopThread.Abort();
//Remove this character from the Connection Manager
//ConnectionManager.RemoveConnection(this, );
Console.WriteLine("Disconnect Complete.");
}
public void Connect(Socket connection)
{
this._Connection = connection;
OnConnectEvent();
}
public void Update()
{
try
{
while (this.Game.Enabled)
{
_Writer.Flush();
//String line = CleanString(GetInput());
//Console.WriteLine(line);
//ExecuteCommand(line);
}
}
catch
{
}
finally
{
this.Disconnect();
}
}
String CleanString(String line)
{
/*
if ((!String.IsNullOrEmpty(line)) && (line.Length > 0))
{
System.Text.StringBuilder sb = new System.Text.StringBuilder(line.Length);
foreach (char c in line)
{
if (char.IsSymbol(c)) continue;
sb.Append(char.IsControl(c) ? ' ' : c);
}
String newLine = sb.ToString().Trim().Substring(2).Trim();
return newLine;
}
else
return String.Empty;
* */
Regex invalidChars = new Regex(
@"(?<![\uD800-\uDBFF])[\uDC00-\uDFFF]|[\uD800-\uDBFF](?![\uDC00-\uDFFF])|[\x00-\x08\x0B\x0C\x0E-\x1F\x7F-\x9F\uFEFF\uFFFE\uFFFF]",
RegexOptions.Compiled);
if (String.IsNullOrEmpty(line))
return "";
else
return invalidChars.Replace(line, "");
}
public delegate void OnConnectHandler();
public event OnConnectHandler OnConnectEvent;
public void OnConnect()
{
this.SendMessage(this.Game.Server.MOTD);
}
public delegate void OnDisconnectHandler();
public event OnDisconnectHandler OnDisconnectEvent;
public void OnDisconnect()
{
}
public delegate void OnLoginHandler();
public event OnLoginHandler OnLoginEvent;
public void OnLogin()
{
}
private Socket _Connection;
private StreamReader _Reader;
private StreamWriter _Writer;
private Boolean _InitialMessage;
private List<byte> buffer = new List<byte>();
}
}