Example #1
0
            public void Connect(TcpClient _socket)
            {
                socket = _socket;
                socket.ReceiveBufferSize = dataBufferSize;
                socket.SendBufferSize    = dataBufferSize;

                stream = socket.GetStream();

                receivedData = new Packet();

                receiveBuffer = new byte[dataBufferSize];

                stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);

                ServerSend.Welcome(id, "You have connected to the server, welcome!");
            }
Example #2
0
        //TODO: Server security, make "hit verify"
        public static void PlayerDamageReceived(int _fromClient, Packet _packet)
        {
            //TODO:
            //int _itemId = _packet.ReadInt();
            //then use the ID of the item in server dictionary to get damage
            //weapon can also be used to tell client what damage effect to play

            //HACK: (for testing):
            int   _playerHit   = _packet.ReadInt();
            float _damageDealt = _packet.ReadFloat();

            Console.WriteLine($"Player {_fromClient} ({Server.clients[_fromClient].player.username}) hit player {_playerHit} ({Server.clients[_playerHit].player.username}) and dealt {_damageDealt} damage.");

            Server.clients[_playerHit].player.health -= _damageDealt;

            ///<summary>Tell ServerSend to update their health, but do not pass on data directly</summary>
            ServerSend.PlayerDamage(_playerHit);
        }
Example #3
0
        public void SendIntoGame(string _playerName)
        {
            player = new Player(id, _playerName, new Vector3(0, 0, 0));

            foreach (Client _client in Server.clients.Values)
            {
                if (_client.player != null)
                {
                    if (_client.id != id)
                    {
                        ServerSend.SpawnPlayer(id, _client.player);
                    }
                }
            }

            foreach (Client _client in Server.clients.Values)
            {
                if (_client.player != null)
                {
                    ServerSend.SpawnPlayer(_client.id, player);
                }
            }
        }
Example #4
0
        public static async void InterpCommand() //TODO: Make a thread call this?
        {
            while (true)
            {
                await Task.Run(() =>
                {
                    //await ReadConsoleAsync();
                    Console.Write("> ");
                    string consoleInput = Console.ReadLine();

                    string[] consoleParts = consoleInput.Split(' ');
                    switch (consoleParts[0].ToLower())
                    {
                    case "help":
                        Console.WriteLine("Commands:\nAnnounce\nAdmin\nGive\nHealth\nDisconnect\nExit");
                        break;

                    case "announce":
                        ServerSend.TextChat(0, consoleInput.Replace("announce", "Server:"), new Colour(255, 0, 230, 255));
                        break;

                    case "admin":     //Can only be issued by server, no packet
                        //TODO: give player by ID admin perms (/give command, change gamemode).
                        break;

                    case "give":
                        break;

                    case "health":
                        ///<summary> See the health of a player by ID. </summary>
                        if (consoleParts.Count() <= 2)
                        {
                            try {
                                Console.WriteLine($"Health of player {Server.clients[int.Parse(consoleParts[1])].player.username} is: {Server.clients[int.Parse(consoleParts[1])].player.health}");
                            } catch {}     ///<note> Hack to prevent crash on exception</note>
                        }
                        ///<summary> Set player health. </summary>
                        else
                        {
                            try {
                                Server.clients[int.Parse(consoleParts[1])].player.health = int.Parse(consoleParts[2]);
                            } catch {}
                        }
                        break;

                    case "disconnect":
                        //TODO: Disconnect player by ID from server.
                        break;

                    case "exit":
                        //TODO: disconnect all players first.
                        throw new Exception("\nServer Shutdown Called!");

                    default:
                        if (consoleInput != "")
                        {
                            Console.WriteLine("Invalid command. Run 'help' to view list of commands.");
                        }
                        break;
                    }
                });
            }
        }