Example #1
0
 /// <summary>
 /// callback method for Connect, used to send username
 /// </summary>
 /// <param name="state"></param>
 private void FirstContact(SocketState state)
 {
     theServer = state;            // saves the state for later uses
     HandleConnectionError(state); // handles connection errors if occurred
     if (state.ErrorOccured)
     {
         return;                     // If an connection error occured do not allow the connection to continue;
     }
     state.OnNetworkAction = ReceiveStartup;
     Networking.Send(state.TheSocket, userName);
     Networking.GetData(state);
 }
Example #2
0
 /// <summary>
 /// Callback for Connect. Sets network action, sets server, sends playername, and finally starts receive
 /// </summary>
 private void FirstContact(SocketState state)
 {
     if (state.ErrorOccured)
     {
         return;
     }
     state.OnNetworkAction = ReceiveStartup;
     server = state;
     Networking.Send(state.TheSocket, PlayerName + "\n");
     lock (state)
     {
         Networking.GetData(state);
     }
 }
Example #3
0
 /// <summary>
 /// This methods send the walls' coordinates information to the clients
 /// this will be sent only once when the client first joins
 /// </summary>
 /// <param name="state"></param>
 private void SendWalls(SocketState state)
 {
     lock (theServerWorld)
     {
         if (clients.Count > 0)
         {
             StringBuilder wallString = new StringBuilder();
             foreach (Wall w in theServerWorld.Walls.Values)
             {
                 wallString.Append(JsonConvert.SerializeObject(w) + "\n");
             }
             Networking.Send(state.TheSocket, wallString.ToString());
         }
     }
 }
Example #4
0
        /// <summary>
        /// When an Client connect to the server, send server player's name, and starting listening incoming data to set up walls
        /// </summary>
        /// <param name="state">SocketState</param>
        private void OnConnect(SocketState state)
        {
            if (state.ErrorOccured)
            {
                // inform the view
                Error("Error connecting to server");
                return;
            }

            Networking.Send(state.TheSocket, playerName + "\n");

            // Start to receive messages from the server
            state.OnNetworkAction = ReceiveStartUp;
            Networking.GetData(state);
        }
Example #5
0
        /// <summary>
        /// callback method to continuously receive data from server and send data to server
        /// </summary>
        /// <param name="state"></param>
        private void ReceiveWorld(SocketState state)
        {
            HandleConnectionError(state);
            if (state.ErrorOccured)
            {
                return;
            }
            string totalData = state.GetData();

            string[] parts = Regex.Split(totalData, @"(?<=[\n])");

            // Loop until we have processed all messages.
            // We may have received more than one.

            foreach (string p in parts)
            {
                // Ignore empty strings added by the regex splitter
                if (p.Length == 0)
                {
                    continue;
                }
                // The regex splitter will include the last string even if it doesn't end with a '\n',
                // So we need to ignore it if this happens.
                if (p[p.Length - 1] != '\n')
                {
                    break;
                }

                ProcessMessage(p);
                if (UpdateArrived != null)
                {
                    UpdateArrived();
                }

                // Then remove it from the SocketState's growable buffer
                state.RemoveData(0, p.Length);
            }

            Networking.GetData(state);             // Need to call this in order to get new string info into state
            control.Moving = moveArray[moveIndex]; // control's moving is set

            // Convert data need to send to server to JSON string
            string sendMessage = JsonConvert.SerializeObject(control) + "\n";

            Networking.Send(state.TheSocket, sendMessage); // send data to server
        }
Example #6
0
        /// <summary>
        /// Send one json representing the world on current frame to all connected client
        /// </summary>
        private void SendWorldToClients()
        {
            string message = "";

            //Send all tanks
            lock (theWorld.Tanks)
            {
                foreach (Tank tank in theWorld.Tanks.Values)
                {
                    message += JsonConvert.SerializeObject(tank) + "\n";
                }
            }

            //Send all projectiles
            foreach (Projectile proj in theWorld.Projectiles.Values)
            {
                message += JsonConvert.SerializeObject(proj) + "\n";
            }

            //Send all powerups
            foreach (Powerup powerup in theWorld.Powerups.Values)
            {
                message += JsonConvert.SerializeObject(powerup) + "\n";
            }

            //Send all beams
            foreach (Beam beam in theWorld.Beams.Values)
            {
                message += JsonConvert.SerializeObject(beam) + "\n";
            }

            lock (_clients)
            {
                //Iterate through all clients
                foreach (SocketState client in _clients.Values)
                {
                    if (!client.ErrorOccured)
                    {
                        Networking.Send(client.TheSocket, message);
                    }
                }
            }
        }
Example #7
0
        /// <summary>
        /// Method to be invoked by the networking library when a connection is made
        /// </summary>
        /// <param name="state"></param>
        private void OnConnect(SocketState state)
        {
            if (state.ErrorOccured)
            {
                // inform the view
                Error("Error connecting to server");
                return;
            }

            // inform the view
            Connected();

            //Sets theServer with the state
            theServer = state;

            // Start an event loop to receive messages from the server
            state.OnNetworkAction = ReceiveStartup;
            Networking.Send(state.TheSocket, playerName + "\n");
            Networking.GetData(state);
        }
Example #8
0
        /// <summary>
        /// OnConnect callback for Connect
        /// </summary>
        /// <param name="obj"></param>
        private void OnConnect(SocketState state)
        {
            if (state.ErrorOccured)
            {
                Error("Error while connecting to server");
                return;
            }

            // Grab our current state
            theServer = state;

            lock (state)
            {
                // Send the player name to the server
                Networking.Send(state.TheSocket, PlayerName + "\n");

                // Start an event loop to receive messages from the server
                state.OnNetworkAction = ReceiveMessage;
                Networking.GetData(state);
            }
        }
Example #9
0
        /// <summary>
        /// Once server connects, run this part of the handshake which sets server
        /// as a member variable representing the connection to the host
        /// </summary>
        /// <param name="ss"></param> Socket state to represent the server connection
        private void OnConnect(SocketState ss)
        {
            //Check if the socket state shows that an error occurred
            if (ss.ErrorOccured)
            {
                Error(ss.ErrorMessage);
                return;
            }

            //Set the callback to our startup world drawing method
            ss.OnNetworkAction = ReceiveStartup;

            //Send player name to socket
            Networking.Send(ss.TheSocket, playerName);

            //Server is now assigned to the SocketState
            server = ss;

            //Start receiving beginning setup
            Networking.GetData(ss);
        }
Example #10
0
        private void ReceivePlayerName(SocketState state)
        {
            lock (state)
            {
                if (state.ErrorOccured)
                {
                    RemoveClient(state.ID);
                    return;
                }
                string[] lines = state.GetData().Split('\n');
                playerName = lines[0]; // save player name
                PlayerNames.Add(state.ID, playerName);
                state.RemoveData(0, playerName.Length);
            }
            Console.WriteLine(playerName + " joined the game.");

            // send ID and world size to client
            string sendMessage = state.ID + "\n" + theServerWorld.worldSize + "\n";

            Networking.Send(state.TheSocket, sendMessage);

            // Save the client state
            // Need to lock here because clients can disconnect at any time
            lock (clients)
            {
                clients[state.ID] = state;
            }
            SendWalls(state);    // send walls info to the client
            WallCollisionSize(); // extend the wall detection size
            Tank tank = new Tank((int)state.ID, playerName);

            RespawnTank(tank);
            theServerWorld.Tanks.Add((int)state.ID, tank);

            state.OnNetworkAction = ReceiveClientData;
            // Continue the event loop that receives messages from this client
            Networking.GetData(state);
        }
Example #11
0
        private void sendStartUpInfo(SocketState state)
        {
            if (state.ErrorOccured)
            {
                return;
            }

            ProcessMessage(state);

            if (users.ContainsKey(state))
            {
                Networking.Send(state.TheSocket, users[state].ToString());
                Networking.Send(state.TheSocket, world.GetSize().ToString());
                state.OnNetworkAction = update;
                lock (state)
                {
                    Networking.GetData(state);
                }
            }
            else
            {
            }
        }
Example #12
0
        /// <summary>
        /// We will receive the player's name and assign an ID number
        /// At this time we will also send to the client world size, the ID number
        /// and the walls
        /// </summary>
        /// <param name="client"></param>
        private void GetPlayerInfo(SocketState client)
        {
            //Check if error occured and write message to console
            if (client.ErrorOccured)
            {
                Console.WriteLine(client.ErrorMessage);
            }

            //Set the new callback action
            client.OnNetworkAction = GetActionDataFromClient;

            //Get the player name
            string playerName = client.GetData().Trim('\n');

            //Create a new tank representing the player at a random location
            Tank newPlayer = new Tank(playerNumber, playerName, RandomLocationGenerator())
            {
                //Allows the tank to fire upon spawn
                FrameCount = framesBetweenShot + 1
            };

            //We don't spawn on walls or powerups
            while (CheckForCollision(newPlayer, 1))
            {
                newPlayer.Location = new Vector2D(RandomLocationGenerator());
            }

            //Add player to our connections
            lock (connections)
            {
                //Send ID and worldsize info
                Networking.Send(client.TheSocket, playerNumber.ToString() + "\n" + serverWorld.Size.ToString() + "\n");
                //Add socket state to the collection of players with their ID number
                connections.Add(client, playerNumber);
            }

            Console.WriteLine("Player " + playerNumber.ToString() + ": " + playerName + " has connected.");

            //Add player to server world
            lock (serverWorld.Tanks)
            {
                serverWorld.Tanks.Add(newPlayer.GetID(), newPlayer);
                //Increase player ID number
                playerNumber++;
            }

            //Create a string builder info to serialize and send all the walls
            StringBuilder wallinfo = new StringBuilder();

            foreach (Wall wall in serverWorld.Walls.Values)
            {
                wallinfo.Append(JsonConvert.SerializeObject(wall) + "\n");
            }

            //Send walls to the client
            Networking.Send(client.TheSocket, wallinfo.ToString());

            //Empty the socket state of data
            client.ClearData();

            //Begin receive loop
            Networking.GetData(client);
        }
Example #13
0
        private void SendTankControlCommand(TankControlCommand controlCommand)
        {
            string controlCommandJson = JsonConvert.SerializeObject(controlCommand) + "\n";

            Networking.Send(serverSocketState.TheSocket, controlCommandJson);
        }
Example #14
0
        private void SendPlayerName()
        {
            string message = playerName + "\n";

            Networking.Send(serverSocketState.TheSocket, message);
        }
        private void SendStartupInfo(SocketState state, int playerID, int worldSize)
        {
            string message = playerID + "\n" + worldSize + "\n";

            Networking.Send(state.TheSocket, message);
        }
Example #16
0
        //Send ControlCommand to server
        private void SendControlCommand(SocketState state)
        {
            string jsonData = JsonConvert.SerializeObject(command);

            Networking.Send(state.TheSocket, jsonData + "\n");
        }
Example #17
0
        /// <summary>
        /// This method is called once per frame according to the settings.
        /// This method will update any projectiles, powerups and beams,
        /// then send all the information to each client in a Json message.
        /// Tank status is also updated
        /// </summary>
        private void UpdateWorld()
        {
            //Check proj collisions w/ tank or wall
            UpdateProjectileState();

            //Create powerups to the world
            GeneratePowerUp();

            //Build JSON and send to each client
            StringBuilder newWorld = new StringBuilder();

            //Prepare JSON messages to be sent to each client
            lock (serverWorld.PowerUps)
            {
                foreach (PowerUp power in serverWorld.PowerUps.Values)
                {
                    newWorld.Append(JsonConvert.SerializeObject(power) + "\n");
                    //Check if powerup was collected and remove
                    if (power.collected)
                    {
                        serverWorld.PowerUps.Remove(power.getID());
                    }
                }
            }

            //JSON for tanks and firing logic
            lock (serverWorld.Tanks)
            {
                foreach (Tank t in serverWorld.Tanks.Values)
                {
                    newWorld.Append(JsonConvert.SerializeObject(t) + "\n");

                    //Increment the framecounter for tank cooldown if it has fired
                    if (t.HasFired)
                    {
                        t.FrameCount++;
                    }

                    //If the framecount exceeds frames per shot, we can reset and fire again
                    if (t.FrameCount > framesBetweenShot)
                    {
                        t.FrameCount = 0;
                        t.HasFired   = false;
                    }

                    //Increment waitForRespawn level if waiting
                    if (t.HealthLevel <= 0)
                    {
                        t.WaitRespawn++;
                        //Tank is immediately alive so that animation plays only once
                        t.HasDied = false;
                    }

                    //If player died, respawn after appropriate time
                    if (t.WaitRespawn >= respawnRate)
                    {
                        RespawnPlayer(t);
                    }

                    //Check if tank has disconnected
                    if (t.HasDisconnected)
                    {
                        serverWorld.Tanks.Remove(t.GetID());
                    }
                }
            }

            //JSON for projectiles
            lock (serverWorld.Projectiles)
            {
                foreach (Projectile p in serverWorld.Projectiles.Values)
                {
                    newWorld.Append(JsonConvert.SerializeObject(p) + "\n");
                    //Remove from server world if dead
                    if (p.Died)
                    {
                        serverWorld.Projectiles.Remove(p.getID());
                    }
                }
            }

            //JSON for beams
            lock (serverWorld.Beams)
            {
                foreach (Beam b in serverWorld.Beams.Values)
                {
                    newWorld.Append(JsonConvert.SerializeObject(b) + "\n");
                    // Remove beam as soon as it has been shot for one frame
                    serverWorld.Beams.Remove(b.GetID());
                }
            }

            //JSON for powerups
            lock (serverWorld.PowerUps)
            {
                foreach (PowerUp p in serverWorld.PowerUps.Values)
                {
                    newWorld.Append(JsonConvert.SerializeObject(p) + "\n");
                    //Remove from server world if collected
                    if (p.collected)
                    {
                        serverWorld.PowerUps.Remove(p.getID());
                    }
                }
            }

            //Send the JSON message out to every connected client
            lock (connections)
            {
                foreach (SocketState clients in connections.Keys)
                {
                    //Send only to connected  clients
                    if (clients.TheSocket.Connected)
                    {
                        Networking.Send(clients.TheSocket, newWorld.ToString());
                    }
                }
            }
        }
Example #18
0
        /// <summary>
        /// Method that informs the server
        /// </summary>
        public void Process()
        {
            lock (world)
            {
                String movingDir = "";

                //If the keyPressed was up, then it sets moving dir to up
                if (keyPressedUp)
                {
                    movingDir = "up";
                }
                //If the keyPressed was left, then it sets moving dir to left
                if (keyPressedLeft)
                {
                    movingDir = "left";
                }
                //If the keyPressed was right, then it sets moving dir to right
                if (keyPressedRight)
                {
                    movingDir = "right";
                }
                //If the keyPressed was down, then it sets moving dir to down
                if (keyPressedDown)
                {
                    movingDir = "down";
                }
                //If the keyPressed was not pressed, then it sets moving dir to none
                if (!keyPressedLeft && !keyPressedDown && !keyPressedRight && !keyPressedUp)
                {
                    movingDir = "none";
                }


                String fireType = "";

                //If the left mouse was pressed, sets fireType to main
                if (leftMousePressed)
                {
                    fireType = "main";
                }
                //If the right mouse was pressed, sets fireType to alt
                else if (rightMousePressed)
                {
                    fireType = "alt";
                }
                //If the left mouse and right mouse were not pressed, sets fireType to none
                else if (!leftMousePressed && !rightMousePressed)
                {
                    fireType = "none";
                }

                //Creates a new vector with the xCoord, and yCoord and normalizes the new vector created
                vec = new Vector2D(xCoord, yCoord);
                vec.Normalize();

                //Passes this information in a ControlCommands
                ControlCommands c = new ControlCommands(movingDir, fireType, vec);

                //Serializes the control commands
                string serializedString = JsonConvert.SerializeObject(c);

                //If the server is open, then it passes the serialized string to the server
                if (theServer != null)
                {
                    Networking.Send(theServer.TheSocket, serializedString + "\n");
                }
            }
        }