Example #1
0
        /// <summary>
        /// Sends initial state to this <see cref="Player"/>.
        /// </summary>
        private void SendState()
        {
            Log.DebugFormat("Sending state to #{0}...", Slot);

            // TODO we should clamp world size to no more than UInt16.MaxValue bytes large
            // first send the world
            NetOutgoingMessage worldMsg = gameKeeper.Server.CreateMessage(1 + 2 + (UInt16)gameKeeper.RawWorld.Length);
            worldMsg.Write((Byte)MessageType.MsgWorld);
            worldMsg.Write((UInt16)gameKeeper.RawWorld.Length);
            worldMsg.Write(gameKeeper.RawWorld);
            SendMessage(worldMsg, NetDeliveryMethod.ReliableOrdered, 0);

            // TODO send other state information... like flags

            // tell him about everyone else
            Log.DebugFormat("Sending MsgAddPlayer for each player to #{0}", Slot);

            NetOutgoingMessage addPlayerMessage;
            MsgAddPlayerPacket addPlayerPacket;

            foreach (Player otherPlayer in gameKeeper.Players)
            {
                // don't want to tell our player about himself just yet...
                if (otherPlayer == this)
                    continue;

                addPlayerMessage = gameKeeper.Server.CreateMessage();

                addPlayerPacket = new MsgAddPlayerPacket(otherPlayer.PlayerInfo, false);

                addPlayerMessage.Write((Byte)addPlayerPacket.MsgType);
                addPlayerPacket.Write(addPlayerMessage);

                Log.DebugFormat("MsgAddPlayer Compiled ({0} bytes) for player #{1} and being sent to player #{2}",
                                addPlayerMessage.LengthBytes, otherPlayer.Slot, this.Slot);

                SendMessage(addPlayerMessage, NetDeliveryMethod.ReliableOrdered, 0);
            }

            // send everyones' scores to him
            NetOutgoingMessage scoreMessage;

            foreach (Player otherPlayer in gameKeeper.Players)
            {
                // no reason to give our player his score... he has none yet
                if (otherPlayer == this)
                    continue;

                scoreMessage = otherPlayer.GetMsgScore();

                SendMessage(scoreMessage, NetDeliveryMethod.ReliableOrdered, 0);
            }

            // send back one last MsgAddPlayer with their full information (which could be changed!)
            addPlayerMessage = gameKeeper.Server.CreateMessage();

            addPlayerPacket = new MsgAddPlayerPacket(PlayerInfo, true);

            addPlayerMessage.Write((Byte)addPlayerPacket.MsgType);
            addPlayerPacket.Write(addPlayerMessage);

            SendMessage(addPlayerMessage, NetDeliveryMethod.ReliableOrdered, 0);

            // let them know we're ready to move on, and give him his slot
            NetOutgoingMessage stateMessage = gameKeeper.Server.CreateMessage();

            MsgStatePacket statePacket = new MsgStatePacket(Slot);

            stateMessage.Write((Byte)statePacket.MsgType);
            statePacket.Write(stateMessage);

            SendMessage(stateMessage, NetDeliveryMethod.ReliableOrdered, 0);

            // we're now ready to move to the spawn state and spawn
            this.state = PlayerState.Spawning;

            this.Spawn();
        }
Example #2
0
        public void AddPlayer(NetConnection connection, PlayerInformation playerInfo)
        {
            String denyReason;
            Byte slot = AllocateSlot(playerInfo, out denyReason);

            // could not allocate the player if AllocateSlot returns DummySlot
            if (slot == ProtocolInformation.DummySlot)
            {
                Log.InfoFormat("Player \"{0}\" from {1} tried to join, but was rejected ({2}).",
                               playerInfo.Callsign, connection, denyReason);
                connection.Deny(denyReason);
                return;
            }

            // we can now approve the player if we get here
            connection.Approve();

            // add player to our list
            players[slot] = new Player(this, slot, connection, playerInfo);

            // and tell everyone else about this awesome new player
            Log.DebugFormat("Sending MsgAddPlayer to everyone else about player #{0}", slot);

            NetOutgoingMessage packet = Server.CreateMessage();

            MsgAddPlayerPacket message = new MsgAddPlayerPacket(players[slot].PlayerInfo, false);

            packet.Write((Byte)message.MsgType);
            message.Write(packet);

            Log.DebugFormat("MsgAddPlayer Compiled ({0} bytes) and being sent to {1} recipients",
                            packet.LengthBytes, players.Count - 1);

            // send to everyone except our new player, we let Player itself decide when to send the state to the new guy
            Server.SendToAll(packet, connection, NetDeliveryMethod.ReliableOrdered, 0);
        }