Beispiel #1
0
        public StringPacket MakeStringPacket(string s)
        {
            StringPacket packet = new StringPacket
            {
                SendDate = DateTime.UtcNow,
                String   = s
            };

            return(packet);
        }
        public void RecieveClientMessage(ServerConnection client, BasePacket recievedPacket)
        {
            switch ((MessageType)recievedPacket.MessageType)
            {
            case MessageType.WR_ClientRequest_LeaveRoom:
            {
                StringPacket leavePacket = (StringPacket)recievedPacket;
                client.SendPacketToClient(NetworkPacketFactory.Instance.MakeStringPacket(leavePacket.String), MessageType.WR_ServerResponse_SuccessLeaveRoom);
                RemoveClient(client);
                Logger.Instance.Info(client.Name + " left " + RoomName);
                break;
            }

            case MessageType.GR_ClientRequest_Ready:
            {
                // Can this request fail?
                client.SendPacketToClient(new BasePacket(), MessageType.GR_ServerResponse_SuccessReady);
                _clientReadyStatus[client] = true;

                Logger.Instance.Info(client.Name + " readied up in " + RoomName + ". (" + GetReadyCount() + "/" + ComponentClients.Count + ") players ready");

                if (GetReadyCount() == ComponentClients.Count)
                {
                    // TODO: Introduce a countdown here

                    LaunchGameInstance();
                    Logger.Instance.Info(RoomName + " has started a game instance");
                }

                OnRoomStateChanged();

                break;
            }

            case MessageType.GR_ClientRequest_Unready:
            {
                client.SendPacketToClient(new BasePacket(), MessageType.GR_ServerResponse_SuccessUnready);
                _clientReadyStatus[client] = false;

                Logger.Instance.Info(client.Name + " unreadied in " + RoomName + ". (" + GetReadyCount() + "/" + ComponentClients.Count + ") players ready");

                OnRoomStateChanged();
                break;
            }
            }
        }
        public void RecieveServerResponse(BasePacket recievedPacket)
        {
            switch ((MessageType)recievedPacket.MessageType)
            {
            case MessageType.WR_ServerSend_WaitingRoomFullInfo:
                var waitingRooms = (WaitingRoomInformation)recievedPacket;
                Client_OnWaitingRoomInformationRecieved(waitingRooms);
                break;

            case MessageType.WR_ServerResponse_FailJoinRoom:
                Console.WriteLine("FAILED TO JOIN ROOM");
                break;

            case MessageType.WR_ServerResponse_FailCreateRoom:
                Console.WriteLine("FAILED TO CREATE ROOM");
                break;

            case MessageType.WR_ServerResponse_SuccessJoinRoom:
            {
                StringPacket lobbyID = (StringPacket)recievedPacket;
                ClientMessageReciever_OnRoomSuccessfullyJoined(lobbyID.String);
                break;
            }

            case MessageType.WR_ServerResponse_SuccessLeaveRoom:
            {
                StringPacket lobbyID = (StringPacket)recievedPacket;
                ClientMessageReciever_OnRoomSuccessfullyLeft(lobbyID.String);
                break;
            }

            case MessageType.GR_ServerResponse_SuccessReady:
            {
                ClientMessenger_OnRoomSuccessfullyReady();
                break;
            }

            case MessageType.GR_ServerResponse_SuccessUnready:
            {
                ClientMessenger_OnRoomSuccessfullyUnready();
                break;
            }
            }
        }
Beispiel #4
0
        public void RecieveClientMessage(ServerConnection client, BasePacket recievedPacket)
        {
            switch ((MessageType)recievedPacket.MessageType)
            {
            case MessageType.WR_ClientRequest_WaitingRoomInfo:
            {
                client.SendPacketToClient(GetWaitingRoomInformation(), MessageType.WR_ServerSend_WaitingRoomFullInfo);
                break;
            }

            case MessageType.WR_ClientRequest_CreateRoom:
            {
                if (_activeRooms.Count < Server.MAX_ROOMS)
                {
                    Logger.Instance.Info("New Game Room created by " + client.Name);
                    CreateNewRoom(client.Name + "'s Room");
                    GameRoom_OnRoomStateChanged();
                }
                else
                {
                    client.SendPacketToClient(new BasePacket(), MessageType.WR_ServerResponse_FailCreateRoom);
                }
                break;
            }

            case MessageType.WR_ClientRequest_JoinRoom:
            {
                StringPacket joinPacket = (StringPacket)recievedPacket;
                GameRoom     joinedRoom = GetGameRoomFromID(joinPacket.String);
                if (joinedRoom.ComponentClients.Count < MAX_PEOPLE_PER_ROOM)
                {
                    client.SendPacketToClient(NetworkPacketFactory.Instance.MakeStringPacket(joinPacket.String), MessageType.WR_ServerResponse_SuccessJoinRoom);
                    joinedRoom.AddClientToRoom(client);
                    GameRoom_OnRoomStateChanged();
                    Logger.Instance.Info(client.Name + " joined " + joinedRoom.RoomName);
                }
                else
                {
                    client.SendPacketToClient(new BasePacket(), MessageType.WR_ServerResponse_FailJoinRoom);
                }
                break;
            }
            }
        }