mass replaced all methods to pascal case

This commit is contained in:
Tahir Akhlaq 2016-06-14 21:29:10 +01:00
parent ed0a0a58f7
commit 24f55139dd
179 changed files with 1585 additions and 1585 deletions

View file

@ -38,7 +38,7 @@ namespace FFXIVClassic_Map_Server
private Thread mConnectionHealthThread;
private bool killHealthThread = false;
private void connectionHealth()
private void ConnectionHealth()
{
Program.Log.Info("Connection Health thread started; it will run every {0} seconds.", HEALTH_THREAD_SLEEP_TIME);
while (!killHealthThread)
@ -48,12 +48,12 @@ namespace FFXIVClassic_Map_Server
List<ConnectedPlayer> dcedPlayers = new List<ConnectedPlayer>();
foreach (ConnectedPlayer cp in mConnectedPlayerList.Values)
{
if (cp.checkIfDCing())
if (cp.CheckIfDCing())
dcedPlayers.Add(cp);
}
foreach (ConnectedPlayer cp in dcedPlayers)
cp.getActor().cleanupAndSave();
cp.GetActor().CleanupAndSave();
}
Thread.Sleep(HEALTH_THREAD_SLEEP_TIME * 1000);
}
@ -64,20 +64,20 @@ namespace FFXIVClassic_Map_Server
mSelf = this;
}
public static Server getServer()
public static Server GetServer()
{
return mSelf;
}
public bool startServer()
public bool StartServer()
{
mConnectionHealthThread = new Thread(new ThreadStart(connectionHealth));
mConnectionHealthThread = new Thread(new ThreadStart(ConnectionHealth));
mConnectionHealthThread.Name = "MapThread:Health";
//mConnectionHealthThread.Start();
mStaticActors = new StaticActors(STATIC_ACTORS_PATH);
gamedataItems = Database.getItemGamedata();
gamedataItems = Database.GetItemGamedata();
Program.Log.Info("Loaded {0} items.", gamedataItems.Count);
mWorldManager = new WorldManager(this);
@ -93,7 +93,7 @@ namespace FFXIVClassic_Map_Server
}
catch (Exception e)
{
throw new ApplicationException("Could not create socket, check to make sure not duplicating port", e);
throw new ApplicationException("Could not Create socket, check to make sure not duplicating port", e);
}
try
{
@ -106,7 +106,7 @@ namespace FFXIVClassic_Map_Server
}
try
{
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (Exception e)
{
@ -124,7 +124,7 @@ namespace FFXIVClassic_Map_Server
return true;
}
public void removePlayer(Player player)
public void RemovePlayer(Player player)
{
lock (mConnectedPlayerList)
{
@ -134,7 +134,7 @@ namespace FFXIVClassic_Map_Server
}
#region Socket Handling
private void acceptCallback(IAsyncResult result)
private void AcceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
@ -153,9 +153,9 @@ namespace FFXIVClassic_Map_Server
Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
//Queue recieving of data from the connection
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
//Queue the accept of the next incomming connection
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (SocketException)
{
@ -167,7 +167,7 @@ namespace FFXIVClassic_Map_Server
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (Exception)
{
@ -178,21 +178,21 @@ namespace FFXIVClassic_Map_Server
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
}
public static Actor getStaticActors(uint id)
public static Actor GetStaticActors(uint id)
{
return mStaticActors.getActor(id);
return mStaticActors.GetActor(id);
}
public static Actor getStaticActors(string name)
public static Actor GetStaticActors(string name)
{
return mStaticActors.findStaticActor(name);
return mStaticActors.FindStaticActor(name);
}
public static Item getItemGamedata(uint id)
public static Item GetItemGamedata(uint id)
{
if (gamedataItems.ContainsKey(id))
return gamedataItems[id];
@ -204,7 +204,7 @@ namespace FFXIVClassic_Map_Server
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
private void receiveCallback(IAsyncResult result)
private void ReceiveCallback(IAsyncResult result)
{
ClientConnection conn = (ClientConnection)result.AsyncState;
@ -218,7 +218,7 @@ namespace FFXIVClassic_Map_Server
mConnectionList.Remove(conn);
}
if (conn.connType == BasePacket.TYPE_ZONE)
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner);
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.GetAddress() : "User " + conn.owner);
return;
}
@ -235,13 +235,13 @@ namespace FFXIVClassic_Map_Server
//Build packets until can no longer or out of data
while (true)
{
BasePacket basePacket = buildPacket(ref offset, conn.buffer, bytesRead);
BasePacket basePacket = BuildPacket(ref offset, conn.buffer, bytesRead);
//If can't build packet, break, else process another
if (basePacket == null)
break;
else
mProcessor.processPacket(conn, basePacket);
mProcessor.ProcessPacket(conn, basePacket);
}
//Not all bytes consumed, transfer leftover to beginning
@ -251,18 +251,18 @@ namespace FFXIVClassic_Map_Server
conn.lastPartialSize = bytesRead - offset;
//Build any queued subpackets into basepackets and send
conn.flushQueuedSendPackets();
conn.FlushQueuedSendPackets();
if (offset < bytesRead)
//Need offset since not all bytes consumed
conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(receiveCallback), conn);
conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
else
//All bytes consumed, full buffer available
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
}
else
{
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner);
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.GetAddress() : "User " + conn.owner);
lock (mConnectionList)
{
@ -274,7 +274,7 @@ namespace FFXIVClassic_Map_Server
{
if (conn.socket != null)
{
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner);
Program.Log.Info("{0} has disconnected.", conn.owner == 0 ? conn.GetAddress() : "User " + conn.owner);
lock (mConnectionList)
{
@ -290,7 +290,7 @@ namespace FFXIVClassic_Map_Server
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
public BasePacket buildPacket(ref int offset, byte[] buffer, int bytesRead)
public BasePacket BuildPacket(ref int offset, byte[] buffer, int bytesRead)
{
BasePacket newPacket = null;
@ -327,7 +327,7 @@ namespace FFXIVClassic_Map_Server
return mWorldManager;
}
public Dictionary<uint, ConnectedPlayer> getConnectedPlayerList()
public Dictionary<uint, ConnectedPlayer> GetConnectedPlayerList()
{
return mConnectedPlayerList;
}