Ejemplo n.º 1
0
        // this method won't be in the TDSM plugin.
        // the hooks will directly add to a queue
        private static void terraria2queue()
        {
            Random random = new Random();
            while (enabled)
            {
                // make a packet
                Packet packet = new Packet { originator = "server", type = Packet.Type.CHAT, from = "sender"+random.Next(1000), data1 = "chat message" };

                server.outqueue.Enqueue(packet);
                //Console.WriteLine("queue for socket: (" + message+")");
                Thread.Sleep(1000); // there will be no sleeping in the plugin
            }
        }
Ejemplo n.º 2
0
 public void changeoriginator(Packet tochange, String originator = "server")
 {
     Packet info = new Packet(originator, tochange.type, tochange.from, tochange.data1, tochange.data2, tochange.array1);
     if (info.type != Packet.Type.LEAVE && info.type != Packet.Type.JOIN && info.type != Packet.Type.PLAYERSONLINE)
     {
         send(info.type, info.data1, info.from, info.data2, info.array1, originator);
     }
     if (info.type == Packet.Type.LEAVE)
     {
         send(info.type, info.from + " has left chat.", "Terraria", info.data2, info.array1, originator);
     }
     else if (info.type == Packet.Type.JOIN)
     {
         send(info.type, info.from + " has joined chat.", "Terraria", info.data2, info.array1, originator);
     }
 }
Ejemplo n.º 3
0
        // this is for the greeting message when
        // an android device initially connects
        private void sendToOneClient(Packet packet, NetworkStream stream)
        {
            string message = serial.Serialize(packet);

            byte[] buffer = new UTF8Encoding().GetBytes(message + "\n");
            try
            {
                stream.Write(buffer, 0, buffer.Length);
                stream.Flush();
            }
            catch
            {
                // the client just connected, so there shouldn't be a problem
                // but if there is, it will be removed from the clientlist
                // in the socket2queue thread
            }
        }
Ejemplo n.º 4
0
        // there is 1 socket2queue thread per client.
        private void socket2queue(Object clientinfoobject)
        {
            ClientInfo clientinfo = (ClientInfo)clientinfoobject;

            NetworkStream stream = clientinfo.stream;
            TcpClient tcpClient = clientinfo.client;

            int bytesRead;
            byte[] message = new byte[4096];

            while (enabled)
            {
                bytesRead = 0;
                try
                {
                    //blocks until a client sends a message
                    bytesRead = stream.Read(message, 0, 4096);
                }
                catch
                {
                    //a socket error has occured
                    break;
                }

                if (bytesRead == 0)
                {
                    //the client has disconnected from the server
                    break;
                }

                //message has successfully been received
                UTF8Encoding encoder = new UTF8Encoding();
                string data = encoder.GetString(message, 0, bytesRead);

                data = data.Substring(0, data.Length - 1); // useable data. gets rid of the "/n" that java is putting into the stream at the end

                Packet p = new Packet();
                try
                {
                    p = serial.Deserialize<Packet>(data); // convert from a JSON String into a Packet object

                    //the other android clients need to be able to chat with each other
                    changeoriginator(p); // send it back to the outqueue, but with originator of "server"
                    // we'll let the android app deal with filtering out chat from itself

                    // for terraria
                    inqueue.Enqueue(p);
                }
                catch (ArgumentException e)
                {
                    // sender gave us incorrect JSON, so lets inform them that an error occured
                    sendToOneClient(Packet.IMPROPER_JSON_ERROR(), stream);
                    break;
                }
            }
            KeyValuePair<TcpClient, String> name;
            clientlist.TryGetValue(stream, out name);
            stream.Close();
            tcpClient.Close();
            Console.WriteLine("[Server] Client disconnected...");
            inqueue.Enqueue(new Packet("androidapp", Packet.Type.LEAVE, name.Value));
            changeoriginator(new Packet("androidapp", Packet.Type.LEAVE, name.Value, "Terraria")); // and this, because the other android apps would like to know aswell
            KeyValuePair<TcpClient, String> temp;
            clientlist.TryRemove(stream, out temp); // i really don't like this way of doing this, but i don't like locks either :/
            connectedClients--;
            Console.WriteLine(connectedClients+" remaining.");
        }
Ejemplo n.º 5
0
 public void sendToOneClient(Packet packet, String name)
 {
     NetworkStream stream = getstream(name);
     if (stream != null)
     {
         sendToOneClient(packet, stream);
     }
 }