199 lines
5.8 KiB
C#
199 lines
5.8 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.IO;
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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.GameScripts;
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using MudEngine.Core.Interfaces;
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using MudEngine.Networking;
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using MudEngine.Core;
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namespace MudEngine.Game.Characters
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{
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/// <summary>
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/// Standard Character class used by all character based objects
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/// </summary>
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public class StandardCharacter : BaseScript, INetworked, ISavable, IUpdatable, IGameComponent
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{
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/// <summary>
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/// Gets a reference to the currently active game.
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/// </summary>
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public StandardGame Game { get; private set; }
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/// <summary>
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/// Gets what this Characters role on the server is.
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/// </summary>
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public CharacterRoles Role { get; protected set; }
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/// <summary>
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/// Gets what this characters stats are.
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/// </summary>
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public CharacterStats Stats { get; protected set; }
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//TODO: Should be Private/Protected?
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public String Password { get; set; }
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/// <summary>
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/// Flags this object as non-movable in the world.
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/// </summary>
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public Boolean Immovable { get; set; }
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//TODO: Add current location to characters
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//public IEnvironment CurrentLocation
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protected CommandSystem Commands { get; private set; }
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public StandardCharacter(String name, String description, StandardGame game) : base(name, description)
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{
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this.Game = game;
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//Instance this Characters personal Command System with a copy of the command
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//collection already loaded and prepared by the Active Game.
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this.Commands = new CommandSystem(CommandSystem.Commands);
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this.OnConnectEvent += new OnConnectHandler(OnConnect);
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}
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public StandardCharacter(String name, String description, StandardGame game, Socket connection) : this(name, description, game)
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{
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this._Connection = connection;
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this._Reader = new StreamReader(new NetworkStream(this._Connection, false));
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this._Writer = new StreamWriter(new NetworkStream(this._Connection, true));
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this._Writer.AutoFlush = true; //Flushes the stream automatically.
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this._InitialMessage = true; //Strips Telnet client garbage text from initial message sent from client.
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}
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internal void ExecuteCommand(string command)
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{
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//Process commands here.
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if (this._InitialMessage)
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{
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command = this.CleanString(command);
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this._InitialMessage = false;
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}
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this.Commands.Execute(command, this);
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}
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public void SendMessage(string message)
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{
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lock (this)
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{
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_Writer.WriteLine(message);
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}
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}
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public void Disconnect()
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{
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Console.WriteLine("Disconnecting...");
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//Close our currently open socket.
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this._Connection.Close();
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//Remove this character from the Connection Manager
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ConnectionManager.RemoveConnection(this);
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Console.WriteLine("Disconnect Complete.");
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//Stop the Update() thread.
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this._LoopThread.Abort();
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}
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public void Connect()
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{
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_LoopThread = new Thread(Update);
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_LoopThread.Start();
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this.SendMessage("");
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OnConnectEvent();
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}
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public void Update()
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{
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try
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{
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while (this.Game.Enabled)
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{
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_Writer.Flush();
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String line = _Reader.ReadLine();
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ExecuteCommand(line);
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}
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}
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catch
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{
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}
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finally
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{
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this.Disconnect();
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}
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}
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String CleanString(string line)
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{
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if ((!String.IsNullOrEmpty(line)) && (line.Length > 0))
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{
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System.Text.StringBuilder sb = new System.Text.StringBuilder(line.Length);
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foreach (char c in line)
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{
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if (char.IsSymbol(c)) continue;
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sb.Append(char.IsControl(c) ? ' ' : c);
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}
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String newLine = sb.ToString().Trim().Substring(2).Trim();
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return newLine;
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}
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else
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return String.Empty;
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}
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public delegate void OnConnectHandler();
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public event OnConnectHandler OnConnectEvent;
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public void OnConnect()
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{
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_Writer.WriteLine(this.Game.Server.MOTD);
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}
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private Socket _Connection;
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private Thread _LoopThread;
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private StreamReader _Reader;
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private StreamWriter _Writer;
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private Boolean _InitialMessage;
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public string Filename
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public void Save(string path)
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{
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throw new NotImplementedException();
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}
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public void Load(string filename)
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{
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throw new NotImplementedException();
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}
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public void Initialize()
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{
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throw new NotImplementedException();
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}
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public void Destroy()
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{
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throw new NotImplementedException();
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}
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}
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}
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