Beispiel #1
0
 public void RemovePlayer(ServerSidePlayer p)
 {
     lock (Lock)
     {
         Players.Remove(p);
     }
 }
Beispiel #2
0
        public void SendMessage(ServerSidePlayer player, NetworkMessage networkMessage)
        {
            NetworkStream stream = player.TcpClient.GetStream();

            byte[] buffer = networkMessage.ToBytes();
            stream.Write(buffer, 0, buffer.Length);
        }
Beispiel #3
0
        private void HandleRespondingToMessage(ServerSidePlayer sender, NetworkMessage networkMessage)
        {
            NetworkMessage responseMessage = GetResponse(sender, networkMessage);

            switch (networkMessage.Type)
            {
            case NetworkMessage.MessageType.GameEnd:
            case NetworkMessage.MessageType.GameStart:
            case NetworkMessage.MessageType.Chat:
            case NetworkMessage.MessageType.RoundReset:
            {
                SendMessageToAllPlayers(responseMessage);
                break;
            }

            case NetworkMessage.MessageType.PowerupSpawned:
            case NetworkMessage.MessageType.ObstacleSpawned:
            case NetworkMessage.MessageType.BallSync:
            case NetworkMessage.MessageType.PlayerSync:
            case NetworkMessage.MessageType.BallPoweredUp:
            case NetworkMessage.MessageType.PaddlePowerUp:
            {
                SendMessageToPlayersExceptSender(responseMessage);
                break;
            }

            default:
                Debug.WriteLine($"Exception: could not get repsonse to message of type {networkMessage.Type}");
                break;
            }
        }
Beispiel #4
0
 public void AddNewPlayer(ServerSidePlayer p)
 {
     lock (Lock)
     {
         if (RoomMaster == null)
         {
             RoomMaster = p;
         }
         Players.Add(p);
     }
 }
Beispiel #5
0
        private NetworkMessage GetResponse(ServerSidePlayer sender, NetworkMessage networkMessage)
        {
            switch (networkMessage.Type)
            {
            case NetworkMessage.MessageType.Chat:
            case NetworkMessage.MessageType.PlayerSync:
            case NetworkMessage.MessageType.BallSync:
            case NetworkMessage.MessageType.GameEnd:
            case NetworkMessage.MessageType.ObstacleSpawned:
            case NetworkMessage.MessageType.PowerupSpawned:
            case NetworkMessage.MessageType.BallPoweredUp:
            case NetworkMessage.MessageType.PaddlePowerUp:
                return(networkMessage.ShallowClone());

            case NetworkMessage.MessageType.GameStart:
            {
                NetworkMessage message     = networkMessage.DeepClone();
                byte[]         playerIds   = Players.Select(p => p.Id).ToArray();
                byte[]         paddleTypes = RandomNumber.GetArray(playerIds.Length,
                                                                   () => RandomNumber.NextByte((byte)PaddleType.Normal, (byte)(PaddleType.Short + 1)));
                byte   ballType  = (byte)BallType.Normal;
                byte[] byteArray = Converter.EncodeGameStartMessage(playerIds, paddleTypes, ballType, RoomMaster.Id);
                message.ByteContents = byteArray;
                return(message);
            }

            case NetworkMessage.MessageType.RoundReset:
            {
                NetworkMessage message = networkMessage.DeepClone();
                Converter.DecodeRoundOverData(networkMessage.ByteContents, out BallType[] oldBalls, out byte[] oldIds, out byte[] playerIDs, out byte[] playerLifes);

                int ballCount = SharedUtilities.Clamp(
                    playerIDs.Length + RandomNumber.NextInt(-1, 2), 1, playerIDs.Length + 1);

                BallType[] newBallTypes = new BallType[ballCount];
                byte[]     newIds       = new byte[newBallTypes.Length];
                for (int i = 0; i < newBallTypes.Length; i++)
                {
                    newBallTypes[i] = i == 1 ? BallType.Normal :
                                      (BallType)RandomNumber.NextByte((byte)BallType.Normal, (byte)(BallType.Deadly + 1));
                    newIds[i] = (byte)i;
                }
                byte[] byteArray = Converter.EncodeRoundOverData(newBallTypes, newIds, playerIDs, playerLifes);
                message.ByteContents = byteArray;
                return(message);
            }

            default:
                Debug.WriteLine($"Exception: could not get repsonse to message of type {networkMessage.Type}");
                break;
            }
            return(null);
        }
Beispiel #6
0
        public void HandleClientConnected(object clientObject)
        {
            TcpClient        client = clientObject as TcpClient;
            ServerSidePlayer player = new ServerSidePlayer((byte)GetNewPlayerID(), client);

            AddNewPlayer(player);
            byte[]         d = Converter.EncodeString("200");
            NetworkMessage connectedMessage = new NetworkMessage(player.Id, NetworkMessage.MessageType.ConnectedToServer, d);

            foreach (ServerSidePlayer p in Players)
            {
                SendMessage(p, connectedMessage);
            }

            Console.WriteLine(string.Format("Client connected: {0}. Id: {1}", client.Client.RemoteEndPoint.ToString(), player.Id));

            NetworkStream stream = client.GetStream();

            while (client.Connected)
            {
                try
                {
                    byte[] buffer = new byte[NetworkMessage.MAX_MESSAGE_BYTE_LENGTH];
                    stream.Read(buffer, 0, buffer.Length);
                    NetworkMessage networkMessage = NetworkMessage.FromBytes(buffer);
                    if (!networkMessage.ValidateSender())
                    {
                        break;
                    }

                    LogMessageReceived(networkMessage);

                    HandleRespondingToMessage(player, networkMessage);
                }
                catch
                {
                    Console.WriteLine("error");
                    stream.Close();
                    client.Dispose();
                }
            }
            Console.WriteLine("Disconnected from client id: {0}", player.Id);
            RemovePlayer(player);
            stream.Close();
            client.Dispose();
        }