Exemple #1
0
        private void Server_CreateRoom(CreateRoomPacket packet, Socket socket)
        {
            var room = new Room {
                Description = packet.Description, Name = packet.Name, RoomPassword = packet.RoomPassword, AdminPassword = packet.AdminPassword
            };

            rooms.Add(room);

            SendPacket(socket, PacketHelper.Serialize(new UpdateRoomsPacket(rooms)));
        }
Exemple #2
0
    //방 생성 -> Server
    public void CreateRoom(string roomName, int dungeonId, int dungeonLevel)
    {
        Debug.Log("방 생성");

        CreateRoomData   createRoomData   = new CreateRoomData(dungeonId, dungeonLevel, roomName);
        CreateRoomPacket createRoomPacket = new CreateRoomPacket(createRoomData);

        createRoomPacket.SetPacketId((int)ClientPacketId.CreateRoom);

        DataPacket packet = new DataPacket(CreatePacket(createRoomPacket), null);

        sendMsgs.Enqueue(packet);
    }
Exemple #3
0
        public bool Process(NetIncomingMessage msg)
        {
            msg.Position = 0;
            short opcode = msg.ReadInt16();

            switch (opcode)
            {
            case JoinRoomPacket.OpCode:
            {
                JoinRoomPacket joinPacketInfo = new JoinRoomPacket(msg.ReadString());

                GameRoom room = NetworkSessionContainer.NetworkSessions.GameRooms.FirstOrDefault();       //= NetworkSessionContainer.NetworkSessions.GameRooms.Where(x => x.Name == joinPacketInfo.RoomName).FirstOrDefault();

                UserSession sendingUser = NetworkSessionContainer.NetworkSessions.UserSessions
                                          .Where(x => x.Connection == msg.SenderConnection).FirstOrDefault();

                if (room != null)
                {
                    /*if (room.Join(sendingUser)) // jak user sie nie podłączył, wysyła wiadomość osiągnięto limit graczy
                     * {
                     *   Console.WriteLine($"Dołączył do pokoju {sendingUser.ID}");
                     *   //Poinformowanie uzytkownika o tym że pokuj jest pełny
                     *
                     *   room.Start(room.Master); //USUNAĆ
                     * }*/
                }
                else
                {
                    //Poinformowanie uzytkownika o nie odnaleźieniu pokoju
                }

                break;
            }

            case CreateRoomPacket.OpCode:
            {
                CreateRoomPacket createRoomPacke = new CreateRoomPacket();
                createRoomPacke.Private = msg.ReadBoolean();
                createRoomPacke.Name    = msg.ReadString();
                Console.WriteLine("próba ytworzenia room");
                // if (!NetworkSessionContainer.NetworkSessions.GameRooms.Any(x=>x.Master.Connection==msg.SenderConnection || x.PlayersInRoomCollection.Any(y=>y.Connection== msg.SenderConnection)))
                {
                    Console.WriteLine($"Stworzono room \nNazwa:{createRoomPacke.Name}\nPrzez:{NetworkSessionContainer.NetworkSessions.UserSessions.Where(x=>x.Connection==msg.SenderConnection).FirstOrDefault().ID}");
                }
                break;
            }
            }
            return(true);
        }
    public ServerPacketId CreateRoom(byte[] data)
    {
        Console.WriteLine(tcpPacket.client.RemoteEndPoint.ToString() + " 방 생성");

        CreateRoomPacket createRoomPacket = new CreateRoomPacket(data);
        CreateRoomData   createRoomData   = createRoomPacket.GetData();

        Console.WriteLine("방 타입 : " + (int)createRoomData.mapType + "방 제목 : " + createRoomData.roomName);

        int index = roomManager.CreateRoom(tcpPacket.client, ((TcpClient)LoginUser [tcpPacket.client]).Id, createRoomData.roomName, (int)createRoomData.mapType);

        if (index != 0)
        {
            Console.WriteLine("방 생성 성공");
        }
        else
        {
            Console.WriteLine("방 생성 실패");
        }

        msg[0] = (byte)index;

        return(ServerPacketId.RoomCreateResult);
    }
Exemple #5
0
        /// <summary>
        /// Creates a new chat room on the server.
        /// </summary>
        /// <param name="newRoom">The new room to create.</param>
        public void CreateRoom(NewRoom newRoom)
        {
            CreateRoomPacket packet = new CreateRoomPacket(newRoom.Name, newRoom.Description, newRoom.RoomPassword, newRoom.AdminPassword);

            SendPacket(PacketHelper.Serialize(packet));
        }
    //방 생성
    public void CreateRoom(DataPacket packet)
    {
        Console.WriteLine(packet.client.RemoteEndPoint.ToString() + "방 생성");
        CreateRoomPacket createRoomPacket = new CreateRoomPacket(packet.msg);
        CreateRoomData   createRoomData   = createRoomPacket.GetData();

        string id = "";

        try
        {
            id = loginUser[packet.client];
        }
        catch
        {
            Console.WriteLine("현재 로그인 되어있지 않은 아이디 입니다.");
            return;
        }

        int characterId = userState[id].characterId;

        if (characterId == -1)
        {
            Console.WriteLine("캐릭터가 선택되지 않았습니다.");
            return;
        }

        Console.WriteLine("Id : " + id);
        Console.WriteLine("characterId : " + characterId);
        Console.WriteLine("방 제목 : " + createRoomData.RoomName);

        int result = roomManager.CreateRoom(packet.client, database.GetHeroData(id, characterId), createRoomData);

        Console.WriteLine("방 생성 번호 : " + result);

        RoomNumberData   resultData   = new RoomNumberData(result);
        RoomNumberPacket resultPacket = new RoomNumberPacket(resultData);

        resultPacket.SetPacketId((int)ServerPacketId.CreateRoomNumber);

        byte[] msg = CreatePacket(resultPacket);
        packet = new DataPacket(msg, packet.client);

        lock (sendLock)
        {
            sendMsgs.Enqueue(packet);
        }

        List <string> clients = new List <string>(loginUser.Values);

        foreach (string client in clients)
        {
            if (userState.ContainsKey(client))
            {
                if (userState[client].state == -1)
                {
                    packet = new DataPacket(new byte[0], FindSocketWithId(client));

                    RequestRoomList(packet);
                }
            }
        }
    }
        public void Recive(NetIncomingMessage msg)
        {
            msg.Position = 0;
            short opcode = msg.ReadInt16();

            switch (opcode)
            {
            case JoinRoomPacket.OpCode:
            {
                JoinRoomPacket joinPacketInfo = new JoinRoomPacket("");
                string         name           = msg.ReadString();

                GameRoom
                    GameStateWithRooms = NetworkSessionContainer.NetworkSessions.GameRooms.Where(x => x.Room.Name == name).FirstOrDefault();

                UserSession sendingUser = NetworkSessionContainer.NetworkSessions.UserSessions
                                          .Where(x => x.Connection == msg.SenderConnection).FirstOrDefault();

                if (GameStateWithRooms != null)
                {
                    if (GameStateWithRooms.Room.Join(sendingUser))         // jak user sie nie podłączył, wysyła wiadomość osiągnięto limit graczy
                    {
                        Console.WriteLine($"Dołączył {sendingUser.Name} do pokoju {GameStateWithRooms.Room.Name} ");
                        sendingUser.UserGameState = new GameRoomState(sendingUser, GameStateWithRooms);
                    }
                }
                else
                {
                    //Poinformowanie uzytkownika o nie odnaleźieniu pokoju
                }

                if (GameStateWithRooms.Room.RoomMember.Count == 2)
                {
                    Console.WriteLine($"{GameStateWithRooms.Room.Name} Wystartował ");
                    GameStateWithRooms.Start();
                }

                break;
            }

            case CreateRoomPacket.OpCode:
            {
                CreateRoomPacket newRoom = new CreateRoomPacket();
                msg.ReadAllProperties(newRoom);

                if (!NetworkSessionContainer.NetworkSessions.GameRooms.Any(x =>
                                                                           x.Room.RoomMember.Exists(y => y.Connection == msg.SenderConnection) == true))
                {
                    UserSession masterSession =
                        NetworkSessionContainer.NetworkSessions.UserSessions.FirstOrDefault(x =>
                                                                                            x.Connection == msg.SenderConnection);
                    GameRoom newGameRoom = new GameRoom(masterSession, newRoom.Name, 8);

                    newGameRoom.Room.Master = masterSession;
                    //Wyciek pamięci przed zmianą statusu ostatniego gracza trzeba usunąć element z listy
                    //Dać też heart beat jak sypnie to dowidzenia
                    masterSession.UserGameState = new GameRoomState(masterSession, newGameRoom);
                    NetworkSessionContainer.NetworkSessions.GameRooms.Add(newGameRoom);
                }

                break;
            }
            }
        }