Example #1
0
        public Communicator(Settings settings, Battlefield battlefield, GameStateClient gameState, out RealCharacter player)
        {
            _battlefield = battlefield;
            _gameState = gameState;
            // подключаемся к серверу
            ServerConnectionPacket connMsg = Connect(settings, ref _clientPort);
            if (connMsg == null)
            {
                _battlefield.Game.Exit();
            }
            _messenger = new UdpMessenger(settings.ServerAddress, settings.ServerPort, _clientPort, _receiveTimeout);
            _gameState.SetLevel((Level)connMsg.Level);
            // обновление состояния игрока
            _gameState.CreateCharacter(connMsg.PlayerId);
            player = _gameState.Players[connMsg.PlayerId];
            player.Position = (Vector2)connMsg.PlayerPosition;
            player.Health = connMsg.Health;
            player.Speed = connMsg.Speed;
            player.MoveBehavior = new PlayerMove1(player);
            _gameState.Player = player;

            _gameState.NetPlayer = new NetPlayer(_messenger, player);
            new Thread(StartReceiving).Start();
            new Thread(StartSending).Start();
        }
Example #2
0
 private static Settings LoadSettings(string file)
 {
     var settings = new Settings();
     settings.ServerPort = -1;
     settings.ServerConnectionPort = -1;
     using (StreamReader sr = new StreamReader(file))
     {
         string line;
         while ((line = sr.ReadLine()) != null)
         {
             if (line.StartsWith("[Server]"))
             {
                 settings.ServerAddress = line.Split('"')[1];
             }
             else if (line.StartsWith("[ServerPort]"))
             {
                 settings.ServerPort = int.Parse(line.Split('"')[1]);
             }
             else if (line.StartsWith("[ServerConnectionPort]"))
             {
                 settings.ServerConnectionPort = int.Parse(line.Split('"')[1]);
             }
         }
     }
     if (settings.ServerAddress == null ||
         settings.ServerConnectionPort == -1 ||
         settings.ServerPort == -1)
     {
         throw new Exception("В Settings.txt отсутствуют все необходимые данные о сервере.");
     }
     return settings;
 }
Example #3
0
 private ServerConnectionPacket Connect(Settings settings, ref int port)
 {
     ServerConnectionPacket connAnswer = null;
     ProtoMessenger<ConnectionMessage> connMessenger = null;
     for (int j = 0; j < 20; j++)
     {
         try
         {
             connMessenger = new ProtoMessenger<ConnectionMessage>(new UdpMessenger(settings.ServerAddress, settings.ServerConnectionPort, port));
             break;
         }
         catch
         {
             port++;
         }
     }
     if (connMessenger == null)
     {
         Trace.WriteLine("Failed to connect.");
     }
     else
     {
         ConnectionMessage connMsg = new ConnectionMessage(port);
         for (int i = 0; i < 10; i++)
         {
             connMessenger.Send(connMsg);
             try
             {
                 connAnswer = (ServerConnectionPacket)connMessenger.Receive<ServerConnectionPacket>();
                 break;
             }
             catch
             {
                 // временно
                 _battlefield.PacketLength = -1;
             }
         }
         connMessenger.Close();
         if (connAnswer != null)
         {
             Trace.WriteLine("Connection succesful.");
         }
         else
         {
             Trace.WriteLine("Failed to connect.");
         }
     }
     return connAnswer;
 }
Example #4
0
 public Battlefield(Game1 game, Settings settings, GameStateClient gameState)
     : base(game)
 {
     _settings = settings;
     _gameState = gameState;
 }