/// <summary> /// //Tells a client where all the other players are in the world so they can be spawned in before they can enter the world /// </summary> /// <param name="ClientID">NetworkID for target client</param> public static void SendActivePlayerList(int ClientID) { CommunicationLog.LogOut(ClientID + " active player list"); //Create a new NetworkPacket object to store the data for this active player list NetworkPacket Packet = new NetworkPacket(); //Grab the list of all the other active game clients List <ClientConnection> OtherClients = ClientSubsetFinder.GetInGameClientsExceptFor(ClientID); //Write the relevant data values into the packet data Packet.WriteType(ServerPacketType.ActivePlayerList); Packet.WriteInt(OtherClients.Count); //Loop through the list of other clients and write each of their information into the packet data foreach (ClientConnection OtherClient in OtherClients) { //Write each characters name, and current location and rotation values Packet.WriteString(OtherClient.Character.Name); Packet.WriteBool(OtherClient.Character.IsAlive); Packet.WriteVector3(OtherClient.Character.Position); Packet.WriteQuaternion(OtherClient.Character.Rotation); Packet.WriteInt(OtherClient.Character.CurrentHealth); Packet.WriteInt(OtherClient.Character.MaxHealth); } //Add this packet to the target clients outgoing packet queue PacketQueue.QueuePacket(ClientID, Packet); }
private void TryRevivePlayer(string[] Input) { string CharacterName = Input[1]; if (!CharactersDatabase.DoesCharacterExist(CharacterName)) { MessageLog.Print("That character doesnt exist, cant revive them."); return; } ClientConnection Client = ClientSubsetFinder.GetClientUsingCharacter(CharacterName); if (Client == null) { MessageLog.Print("That character is not ingame right now, cant revive them."); return; } if (Client.Character.IsAlive) { MessageLog.Print("That character is not dead, cant revive them."); return; } MessageLog.Print("Reviving " + CharacterName + "..."); Client.Character.IsAlive = true; Client.Character.SetDefaultValues(); CombatPacketSenders.SendLocalPlayerRespawn(Client.ClientID, Client.Character); foreach (ClientConnection OtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(Client.ClientID)) { CombatPacketSenders.SendRemotePlayerRespawn(OtherClient.ClientID, Client.Character); } }
public void UpdateWorld(float DeltaTime) { //Poll User Input from the server window ProcessInput(ApplicationWindow.Focused, DeltaTime); //Manage all client connections and their player characters ConnectionManager.CheckClients(DeltaTime); ConnectionManager.CleanDeadClients(World); ConnectionManager.AddNewClients(World); ConnectionManager.UpdateClientPositions(World); ConnectionManager.RespawnDeadPlayers(World); //Track current inhabitants of the PVP Battle Arena, then process the players PVP attacks List <CharacterData> InGameCharacters = ClientSubsetFinder.GetInGameCharacters(); PVPBattleArena.UpdateArenaInhabitants(InGameCharacters); PVPBattleArena.AlertTravellers(); ConnectionManager.PerformPlayerAttacks(World); //Update the packet queue, transmitting all messages to the client connections PacketQueue.UpdateQueue(DeltaTime, TransmitPackets); //Update the physics simulation World.Timestep(DeltaTime, ThreadDispatcher); TimeSamples.RecordFrame(World); }
//Tries using the command arguments for killing one of the player characters private void TryKillPlayer(string[] Input) { string CharacterName = Input[1]; if (!CharactersDatabase.DoesCharacterExist(CharacterName)) { MessageLog.Print("That character doesnt exist, cant kill them."); return; } ClientConnection Client = ClientSubsetFinder.GetClientUsingCharacter(CharacterName); if (Client == null) { MessageLog.Print("That character is not ingame right now, cant kill them."); return; } //Make sure the character is still alive if (!Client.Character.IsAlive) { MessageLog.Print("That character is already dead, cant kill them."); return; } MessageLog.Print("Killing " + CharacterName + "..."); Client.Character.IsAlive = false; Client.Character.RemoveBody(Program.World.World); //Client.RemovePhysicsBody(Program.World.WorldSimulation); CombatPacketSenders.SendLocalPlayerDead(Client.ClientID); foreach (ClientConnection OtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(Client.ClientID)) { CombatPacketSenders.SendRemotePlayerDead(OtherClient.ClientID, Client.Character.Name); } }
public static void HandleClientChatMessage(int ClientID, ref NetworkPacket Packet) { CommunicationLog.LogIn(ClientID + " chat message"); //Fetch this ClientConnection and make sure they were able to be found ClientConnection Client = ConnectionManager.GetClient(ClientID); if (Client == null) { MessageLog.Print("ERROR: Client not found, unable to handle chat message."); return; } //Extract the message content from the network packet string ChatMessage = Packet.ReadString(); //Get the list of all the other game clients who are already ingame List <ClientConnection> OtherClients = ClientSubsetFinder.GetInGameClientsExceptFor(ClientID); //Pass this chat message on to all the other clients that are ingame foreach (ClientConnection OtherClient in OtherClients) { PlayerCommunicationPacketSender.SendChatMessage(OtherClient.ClientID, Client.Character.Name, ChatMessage); } }
public static void HandlePlayerRotationUpdate(int ClientID, ref NetworkPacket Packet) { Quaternion Rotation = Packet.ReadQuaternion(); ClientConnection Client = ConnectionManager.GetClient(ClientID); if (Client != null) { Client.Character.Rotation = Rotation; Client.Character.NewRotation = true; foreach (ClientConnection OtherClient in ClientSubsetFinder.GetInGameClientsExceptFor(ClientID)) { PlayerManagementPacketSender.SendPlayerRotationUpdate(OtherClient.ClientID, Client.Character); } } }
public static void HandlePlayAnimationAlert(int ClientID, ref NetworkPacket Packet) { CommunicationLog.LogIn(ClientID + " Play Animation Alert"); string AnimationName = Packet.ReadString(); ClientConnection Client = ConnectionManager.GetClient(ClientID); if (Client == null) { MessageLog.Print("ERROR: Client not found, unable to handle play animation alert."); return; } List <ClientConnection> OtherClients = ClientSubsetFinder.GetInGameClientsExceptFor(ClientID); foreach (ClientConnection OtherClient in OtherClients) { PlayerManagementPacketSender.SendPlayAnimationAlert(OtherClient.ClientID, Client.Character.Name, AnimationName); } }
//Tries using the command arguments for performing a character info search private void TryCharacterInfoSearch(string[] Input) { //Get the characters name string CharacterName = Input[1]; //Make sure the character exists if (!CharactersDatabase.DoesCharacterExist(CharacterName)) { //Say the character doesnt exist and exit the function MessageLog.Print("No character named " + CharacterName + " exists, couldnt look up their info."); return; } //Characters Data will be stored here once we acquire it Server.Data.CharacterData Data; //Find the client currently controlling this character ClientConnection Client = ClientSubsetFinder.GetClientUsingCharacter(CharacterName); //If no client was found then we want to get the characters info from the database if (Client == null) { Data = CharactersDatabase.GetCharacterData(CharacterName); } //Otherwise we get the currently live data from the client who is currently using the character else { Data = Client.Character; } //Define some nicely formatted strings containing all the characters data string CharacterInfo = CharacterName + " level " + Data.Level + (Data.IsMale ? " male." : "female.") + " with " + Data.CurrentHealth + "/" + Data.MaxHealth + " HP."; string CharacterPosition = "Position: " + "(" + Data.Position.X + "," + Data.Position.Y + "," + Data.Position.Z + ")."; string CharacterRotation = "Rotation: (" + Data.Rotation.X + "," + Data.Rotation.Y + "," + Data.Rotation.Z + "," + Data.Rotation.W + ")."; string CharacterCamera = "Camera: Zoom:" + Data.CameraZoom + " XRot:" + Data.CameraXRotation + " YRot:" + Data.CameraYRotation + "."; //Display all the information to the message window MessageLog.Print(CharacterInfo); MessageLog.Print(CharacterPosition); MessageLog.Print(CharacterRotation); MessageLog.Print(CharacterCamera); }
//Tries using the command arguments for performing a server shutdown private void TryServerShutdown(string[] Input) { //Log what is happening here MessageLog.Print("Server shutting down..."); //Get a list of all ingame clients who are logged in and playing right now List <ClientConnection> ActiveClients = ClientSubsetFinder.GetInGameClients(); //Loop through all the active players and backup their data foreach (ClientConnection ActiveClient in ActiveClients) { CharactersDatabase.SaveCharacterData(ActiveClient.Character); } //Close and save the current log file MessageLog.Close(); //Close the application Program.ApplicationWindow.Close(); }
//Tries using the command arguments for performing a player kick private void TryKickPlayer(string[] Input) { //Get the characters name string CharacterName = Input[1]; //Make sure the character exists if (!CharactersDatabase.DoesCharacterExist(CharacterName)) { MessageLog.Print("That character doesnt exist, cant kick them."); return; } //Get the client who this character belongs to ClientConnection Client = ClientSubsetFinder.GetClientUsingCharacter(CharacterName); //If the client couldnt be found then the character isnt logged in currently if (Client == null) { MessageLog.Print("That character is not in the game right now, cant kick them."); return; } //Show that the player is being kicked MessageLog.Print("Kicking " + CharacterName + " from the game..."); //Tell the client that they have been kicked from the game and mark them to be cleaned up from the game SystemPacketSender.SendKickedFromServer(Client.ClientID); Client.ConnectionDead = true; //Tell everyone else to remove the client from their games List <ClientConnection> OtherClients = ClientSubsetFinder.GetInGameClientsExceptFor(Client.ClientID); foreach (ClientConnection OtherClient in OtherClients) { PlayerManagementPacketSender.SendRemoveRemotePlayer(OtherClient.ClientID, Client.Character.Name, Client.Character.IsAlive); } }