Example #1
0
        /// <summary>
        /// Constructs new server player data given ID, name, auth key and reference of authorized list.
        /// </summary>
        /// <param name="id">The ID of the player.</param>
        /// <param name="ipAddress">The IP address of the client as a string.</param>
        /// <param name="username">The username of the player.</param>
        /// <param name="authKey">The authentication key of the player.</param>
        /// <param name="authorizedList">A reference to the authorized list of the server.</param>
        public ServerPlayerData(
            ushort id,
            string ipAddress,
            string username,
            string authKey,
            AuthKeyList authorizedList
            )
        {
            Id = id;
            IpAddressString = ipAddress;
            Username        = username;
            AuthKey         = authKey;

            _authorizedList = authorizedList;
        }
Example #2
0
        /// <summary>
        /// Constructs the server manager.
        /// </summary>
        /// <param name="netServer">The net server instance.</param>
        /// <param name="gameSettings">The server game settings.</param>
        /// <param name="packetManager">The packet manager instance.</param>
        protected ServerManager(
            NetServer netServer,
            Settings.GameSettings gameSettings,
            PacketManager packetManager
            )
        {
            _netServer   = netServer;
            GameSettings = gameSettings;
            _playerData  = new ConcurrentDictionary <ushort, ServerPlayerData>();

            CommandManager = new ServerCommandManager();
            var eventAggregator = new EventAggregator();

            var serverApi = new ServerApi(this, CommandManager, _netServer, eventAggregator);

            AddonManager = new ServerAddonManager(serverApi);

            // Load the lists
            _whiteList      = WhiteList.LoadFromFile();
            _authorizedList = AuthKeyList.LoadFromFile(AuthorizedFileName);
            _banList        = BanList.LoadFromFile();

            // Register packet handlers
            packetManager.RegisterServerPacketHandler <HelloServer>(ServerPacketId.HelloServer, OnHelloServer);
            packetManager.RegisterServerPacketHandler <ServerPlayerEnterScene>(ServerPacketId.PlayerEnterScene,
                                                                               OnClientEnterScene);
            packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerLeaveScene, OnClientLeaveScene);
            packetManager.RegisterServerPacketHandler <PlayerUpdate>(ServerPacketId.PlayerUpdate, OnPlayerUpdate);
            packetManager.RegisterServerPacketHandler <EntityUpdate>(ServerPacketId.EntityUpdate, OnEntityUpdate);
            packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerDisconnect, OnPlayerDisconnect);
            packetManager.RegisterServerPacketHandler(ServerPacketId.PlayerDeath, OnPlayerDeath);
            packetManager.RegisterServerPacketHandler <ServerPlayerTeamUpdate>(ServerPacketId.PlayerTeamUpdate,
                                                                               OnPlayerTeamUpdate);
            packetManager.RegisterServerPacketHandler <ServerPlayerSkinUpdate>(ServerPacketId.PlayerSkinUpdate,
                                                                               OnPlayerSkinUpdate);
            packetManager.RegisterServerPacketHandler <ChatMessage>(ServerPacketId.ChatMessage, OnChatMessage);

            // Register a timeout handler
            _netServer.ClientTimeoutEvent += OnClientTimeout;

            // Register server shutdown handler
            _netServer.ShutdownEvent += OnServerShutdown;

            // Register a handler for when a client wants to login
            _netServer.LoginRequestEvent += OnLoginRequest;
        }
Example #3
0
 public AuthorizeCommand(AuthKeyList authorizedList, ServerManager serverManager)
 {
     _authorizedList = authorizedList;
     _serverManager  = serverManager;
 }