Inheritance: FileAccessor
Beispiel #1
0
        /// <summary>
        /// Executes this command
        /// </summary>
        public override void Execute()
        {
            var sb = new List<string>();

            var player = (Player)Actor;

            sb.Add("You save your life.");

            var messagingObject = new MessageCluster(sb, new string[] { }, new string[] { }, new string[] { }, new string[] { });

            messagingObject.ExecuteMessaging(Actor, null, null, OriginLocation, null);

            var playerDataWrapper = new PlayerData();

            //Save the player out
            playerDataWrapper.WriteOnePlayer(player);
        }
Beispiel #2
0
        /// <summary>
        /// Executes this command
        /// </summary>
        public override void Execute()
        {
            var sb = new List<string>();

            var player = (Player)Actor;

            sb.Add("You exit this reality.");

            var messagingObject = new MessageCluster(sb, new string[] { }, new string[] { }, new string[] { "$A$ exits this reality." }, new string[] { });

            messagingObject.ExecuteMessaging(Actor, null, null, OriginLocation, null);

            var playerDataWrapper = new PlayerData();

            //Save the player out
            playerDataWrapper.WriteOnePlayer(player);
            player.CloseConnection();
        }
Beispiel #3
0
        /// <summary>
        /// Validates the game account from the aspnet cookie
        /// </summary>
        /// <param name="handshake">the headers from the http request</param>
        private void ValidateUser(string handshake)
        {
            //Grab the user
            var authTicketValue = new Regex(".AspNet.ApplicationCookie=(.*)").Match(handshake).Groups[1].Value.Trim();

            GetUserIDFromCookie(authTicketValue);

            var authedUser = UserManager.FindById(_userId);

            var currentCharacter = authedUser.GameAccount.Characters.FirstOrDefault(ch => ch.ID.Equals(authedUser.GameAccount.CurrentlySelectedCharacter));

            if (currentCharacter == null)
            {
                Send("<p>No character selected</p>");
                return;
            }

            //Try to see if they are already live
            _currentPlayer = LiveCache.Get<IPlayer>(currentCharacter.ID);

            //Check the backup
            if (_currentPlayer == null)
            {
                var playerDataWrapper = new PlayerData();
                _currentPlayer = playerDataWrapper.RestorePlayer(currentCharacter.AccountHandle, currentCharacter.ID);
            }

            //else new them up
            if (_currentPlayer == null)
                _currentPlayer = new Player(currentCharacter);

            _currentPlayer.Descriptor = this;

            //We need to barf out to the connected client the welcome message. The client will only indicate connection has been established.
            var welcomeMessage = new List<String>();

            welcomeMessage.Add(string.Format("Welcome to alpha phase twinMUD, {0}", currentCharacter.FullName()));
            welcomeMessage.Add("Please feel free to LOOK around.");

            _currentPlayer.WriteTo(welcomeMessage);

            //Send the look command in
            Interpret.Render("look", _currentPlayer);
        }
        private static IEnumerable<ICharacter> EnsureAccountCharacters(string accountHandle)
        {
            //No shenanigans
            if(String.IsNullOrWhiteSpace(accountHandle))
                return Enumerable.Empty<ICharacter>();

            var chars = BackingCache.GetAll<ICharacter>().Where(ch => ch.AccountHandle.Equals(accountHandle, StringComparison.InvariantCultureIgnoreCase));

            if(!chars.Any())
            {
                var pData = new PlayerData();

                pData.LoadAllCharactersForAccountToCache(accountHandle);
            }

            return chars;
        }