public void OnLogin(LoginPacket packet)
        {
            var client = ServerTcpHandler.GetClient(packet.ClientId);

            try
            {
                var user = AccountService.Login(packet.Login, packet.Password);
                Log.Info("Sending Login Response");

                client.Send(new LoginResponsePacket()
                {
                    SessionId = user.SessionId,
                    UserId    = user.UserId,
                    xLocation = user.X,
                    yLocation = user.Y
                });

                ServerEvents.Call(new PlayerLoginEvent()
                {
                    Player = user,
                    Client = client
                });
            }
            catch (AccountError e)
            {
                Log.Info("Sending Login Error");
                client.Send(new DialogPacket()
                {
                    Message = e.ErrorMessage
                });
            }
        }
Beispiel #2
0
        [EventMethod] // When client finishes updating assets
        public void OnAssetReady(AssetsReadyPacket packet)
        {
            var player = Server.GetPlayer(packet.UserId);

            if (player != null)
            {
                player.AssetsReady = true;
            }

            var client = ServerTcpHandler.GetClient(packet.ClientId);

            // update chunks for that player
            ChunkProvider.CheckChunks(player);

            // make the player itself appear
            client.Send(new PlayerPacket()
            {
                Name        = player.Login,
                SpriteIndex = player.SpriteIndex,
                UserId      = player.UserId,
                X           = player.X,
                Y           = player.Y,
                Speed       = player.speed
            });

            ServerEvents.Call(new PlayerJoinEvent()
            {
                Player = player
            });
        }
Beispiel #3
0
        public void Recieve()
        {
            DateTime lastPingCheck = DateTime.MinValue;

            Log.Debug("Starting Listener for client " + ConnectionId);

            Listening = true;
            while (Listening)
            {
                try
                {
                    // Check if needs to ping the client to see if its ok
                    DateTime now = DateTime.Now;
                    if (now > lastPingCheck.AddSeconds(PING_CHECK_SECONDS))
                    {
                        lastPingCheck = now;
                        CheckPing();
                    }

                    // Read data from socket
                    var socketData = ReadData();
                    if (socketData == null)
                    {
                        continue;
                    }
                    var packetRead = PacketSerializer.Deserialize(socketData);

                    if (packetRead != null && packetRead is BasePacket)
                    {
                        var packet = (BasePacket)packetRead;
                        packet.ClientId = ConnectionId;

                        if (typeof(PingPacket) == packet.GetType())
                        {
                            RecievePing((PingPacket)packet);
                        }
                        else
                        {
                            Log.Debug($"Packet {packet.GetType().Name} recieved");
                            // Put the packet to be processed by the main thread
                            Server.PacketsToProccess.Enqueue(packet);
                        }
                    }
                }
                catch (Exception e)
                {
                    Listening = false;
                }
            }
            ServerEvents.Call(new PlayerQuitEvent()
            {
                Client = this,
                Player = OnlinePlayer,
                Reason = QuitReason.DISCONNECTED
            });
            Stop();
        }
        [EventMethod] // When client finishes updating assets
        public void OnPlayerMovePath(PlayerMovePacket packet)
        {
            var player              = Server.GetPlayerByConnectionId(packet.ClientId);
            var distanceMoved       = player.GetPosition().GetDistance(packet.To);
            var timeToMove          = Formulas.GetTimeToMoveBetweenTwoTiles(player.speed);
            var now                 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
            var lastMovementArrival = now + timeToMove;

            // Player tryng to hack ?
            if (distanceMoved > 1 || now < player.CanMoveAgainTime)
            {
                // send player back to the position client-side
                player.Tcp.Send(new SyncPacket()
                {
                    Position = player.GetPosition()
                });
                return;
            }

            var playerMoveEvent = new PlayerMoveEvent()
            {
                From   = packet.From,
                To     = packet.To,
                Player = player
            };

            ServerEvents.Call(playerMoveEvent);

            if (playerMoveEvent.IsCancelled)
            {
                // send player back to the position client-side
                player.Tcp.Send(new SyncPacket()
                {
                    Position = player.GetPosition()
                });
                return;
            }

            // subtract the player latency for possibility of lag for a smoother movement
            player.CanMoveAgainTime = now + timeToMove - player.Tcp.Latency;

            // Updating player position locally
            player.X = packet.To.X;
            player.Y = packet.To.Y;

            // updating in database
            PlayerService.UpdatePlayerPosition(player, player.X, player.Y);
        }
Beispiel #5
0
        public override bool RunCommand(string[] args)
        {
            var players = Server.Players.ToArray();
            int ct      = 0;

            foreach (var player in players)
            {
                ServerEvents.Call(new PlayerQuitEvent()
                {
                    Client = player.Tcp,
                    Player = player,
                    Reason = QuitReason.KICKED
                });
                ct++;
            }

            return(true);
        }