Ejemplo n.º 1
0
 public static void RegisterSubscribe(string subscript_key, NetServer svr)
 {
     try
     {
         Log.Information("sub {0}", subscript_key);
         ISubscriber sub = Cache.Instance.cache.GetSubscriber();
         sub.Subscribe(subscript_key, (channel, message) =>
         {
             try
             {
                 Log.Information($"redis msg {message}");
                 var msg = svr.CreateMessage();
                 msg.Write((string)message);
                 svr.SendUnconnectedToSelf(msg, true);
             }
             catch (Exception ex)
             {
                 Log.Error($"redis sub callback error {ex.ToString()}");
             }
         });
     }
     catch (Exception ex)
     {
         Log.Error($"redis sub error {ex.ToString()}");
     }
 }
Ejemplo n.º 2
0
        static void OnConnectionApproval()
        {
            // Read the first byte of the packet
            // ( Enums can be casted to bytes, so it be used to make bytes human readable )
            if (inc.ReadByte() == (byte)Packets.Type.LOGIN)
            {
                Console.WriteLine("Incoming LOGIN");

                // Approve clients connection ( Its sort of agreenment. "You can be my client and i will host you" )
                inc.SenderConnection.Approve();
            }

            clients.Add(new Messenger(inc.ToString(), inc.SenderConnection));

            // Create message, that can be written and sent
            NetOutgoingMessage outmsg = Server.CreateMessage();

            // first we write byte
            outmsg.Write((byte)Packets.Type.MESSAGE);

            // then int
            outmsg.Write(clients.Count + " clients connected.");

            // iterate trought every character ingame
            foreach (Messenger cl in clients)
            {
                // This is handy method
                // It writes all the properties of object to the packet
                outmsg.WriteAllProperties(cl);
            }


            // Send message/packet to all connections, in reliably order, channel 0
            // Reliably means, that each packet arrives in same order they were sent. Its slower than unreliable, but easyest to understand
            Server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered, 0);

            // Debug
            Console.WriteLine("Approved new connection and updated clients list");
        }
Ejemplo n.º 3
0
        public void ReadMessages()
        {
            NetIncomingMessage message;
            var stop = false;

            while (!stop)
            {
                message = server.ReadMessage();
                Console.Write("");
                if (message != null)
                {
                    switch (message.MessageType)
                    {
                    case NetIncomingMessageType.Data:
                    {
                        Console.WriteLine(NetUtility.ToHexString(message.SenderConnection.RemoteUniqueIdentifier) + " said: ");
                        var data = message.ReadString();
                        Console.WriteLine(data);

                        List <NetConnection> all = server.Connections;
                        all.Remove(message.SenderConnection);

                        if (all.Count > 0)
                        {
                            NetOutgoingMessage om = server.CreateMessage();
                            om.Write(NetUtility.ToHexString(message.SenderConnection.RemoteUniqueIdentifier) + " said: " + data);
                            server.SendMessage(om, all, NetDeliveryMethod.ReliableOrdered, 0);
                        }

                        if (data == "exit")
                        {
                            stop = true;
                        }

                        break;
                    }

                    case NetIncomingMessageType.DebugMessage:
                        Console.WriteLine(message.ReadString());
                        break;

                    case NetIncomingMessageType.StatusChanged:
                        Console.WriteLine(message.SenderConnection.Status);
                        if (message.SenderConnection.Status == NetConnectionStatus.Connected)
                        {
                            clients.Add(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has connected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        if (message.SenderConnection.Status == NetConnectionStatus.Disconnected)
                        {
                            clients.Remove(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has disconnected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        break;

                    default:
                        Console.WriteLine("Unhandled message type: {message.MessageType}");
                        break;
                    }
                    server.Recycle(message);
                }
            }

            Console.WriteLine("Shutdown package \"exit\" received. Press any key to finish shutdown");
            Console.ReadKey();
        }
Ejemplo n.º 4
0
        void discoveryRequest(NetIncomingMessage incomingMessage)
        {
            NetOutgoingMessage outgoingMessage = server.CreateMessage("Discovery Response");

            server.SendDiscoveryResponse(outgoingMessage, incomingMessage.SenderEndPoint);
        }
        public static void Uodate(Game1 game, GameTime gameTime)
        {
            gameLobbyTimer -= (float)gameTime.ElapsedGameTime.Milliseconds;

            while ((incmsg = Server.ReadMessage()) != null)
            {
                switch (incmsg.MessageType)
                {
                case NetIncomingMessageType.Data:

                    string header = incmsg.ReadString();

                    switch (header)
                    {
                    case "connect":
                    {
                        string username = incmsg.ReadString();
                        game.Window.Title = "" + Player.players.Count + header;

                        outmsg = Server.CreateMessage();
                        outmsg.Write("connect");
                        outmsg.Write(gameLobbyTimer);
                        Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                    }

                    break;

                    case "CharacterSelection":
                    {
                        string username     = incmsg.ReadString();
                        string selectedChar = incmsg.ReadString();
                        int    x            = incmsg.ReadInt32();
                        int    y            = incmsg.ReadInt32();
                        Player.players.Add(new Player(username, new Vector2(x, y), selectedChar));
                        game.Window.Title = "" + Player.players.Count + header;

                        for (int i = 0; i < Player.players.Count; i++)
                        {
                            outmsg = Server.CreateMessage();
                            outmsg.Write("CharacterSelection");
                            outmsg.Write(Player.players[i].name);
                            outmsg.Write(Player.players[i].selectedCharacter);
                            outmsg.Write((int)Player.players[i].pos.X);
                            outmsg.Write((int)Player.players[i].pos.Y);
                            Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                        }
                    }
                    break;

                    case "move":
                    {
                        game.Window.Title = "" + Player.players.Count + header;
                        try {
                            string username  = incmsg.ReadString();
                            float  x         = incmsg.ReadFloat();
                            float  y         = incmsg.ReadFloat();
                            string direction = incmsg.ReadString();

                            for (int i = 0; i < Player.players.Count; i++)
                            {
                                if (Player.players[i].name.Equals(username))
                                {
                                    Player.players[i].pos       = new Vector2(x, y);
                                    Player.players[i].direction = direction;
                                }
                            }
                        }
                        catch
                        {
                            continue;
                        }
                    }

                    break;

                    case "chat":
                        string chatItem = incmsg.ReadString();
                        outmsg = Server.CreateMessage();
                        outmsg.Write("chat");
                        outmsg.Write(chatItem);
                        Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);

                        break;

                    case "newshot":
                        string bulletname = incmsg.ReadString();
                        float  velocityX  = incmsg.ReadFloat();
                        float  velocityY  = incmsg.ReadFloat();
                        float  damage     = incmsg.ReadFloat();

                        foreach (Player p in Player.players)
                        {
                            if (p.name == bulletname)
                            {
                                outmsg = Server.CreateMessage();
                                outmsg.Write("newshot");
                                outmsg.Write(p.name);
                                outmsg.Write(p.pos.X + 16);
                                outmsg.Write(p.pos.Y + 24);
                                outmsg.Write(velocityX);
                                outmsg.Write(velocityY);
                                outmsg.Write(damage);
                                outmsg.Write(p.selectedCharacter);
                                Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                            }
                        }
                        break;

                    case "bulletCollision":
                        string name   = incmsg.ReadString();
                        float  Damage = incmsg.ReadFloat();

                        for (int i = 0; i < Player.players.Count; i++)
                        {
                            if (Player.players[i].name == name)
                            {
                                Console.WriteLine(Damage);
                                Player.players[i].health -= Damage;
                                Console.WriteLine("bullet message receieved");
                                Console.WriteLine(Player.players[i].health);
                            }
                        }
                        break;
                    }

                    break;
                }
            }
        }