Exemple #1
0
        /// <summary>
        /// Validate the network config to ensure nothing
        /// was messed with.
        /// </summary>
        /// <param name="engineType">The engine type to check parameters for.</param>
        /// <returns>True if everything is good.</returns>
        public bool Validate(GameEngineType engineType)
        {
            switch (engineType)
            {
            case GameEngineType.Client:
                return(Port == 0 && ConnectionCapacity == 1);

            case GameEngineType.Server:
                return(Port > 0 && ConnectionCapacity >= 4 && ConnectionCapacity <= 32);
            }

            return(false);
        }
Exemple #2
0
        /// <summary>
        /// Reset the network configs back their default
        /// settings based on the engine type.
        /// </summary>
        /// <param name="engineType">The type of engine running.</param>
        public void ResetToDefault(GameEngineType engineType)
        {
            switch (engineType)
            {
            case GameEngineType.Client:
                Port = 0;
                ConnectionCapacity = 1;
                break;

            case GameEngineType.Server:
                Port = 9550;
                ConnectionCapacity = 32;
                break;
            }
        }
Exemple #3
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 /// <summary>
 /// Nothing to really validate.
 /// </summary>
 /// <param name="engineType">The currently running game engine type.</param>
 /// <returns>True if the config is valid.</returns>
 public bool Validate(GameEngineType gameEngineType)
 {
     return(true);
 }
Exemple #4
0
 /// <summary>
 /// Reset the login config back to defaults.
 /// </summary>
 /// <param name="engineType">The currently running game engine type.</param>
 public void ResetToDefault(GameEngineType engineType)
 {
     Username   = null;
     Token      = null;
     RememberMe = false;
 }
Exemple #5
0
			public Base VariantOptions; // 0x160

			#region IStreamable Members
			public void Read(BlamLib.IO.EndianReader s)
			{
				GameEngineIndex = (GameEngineType)s.ReadInt32();
				_vtable = s.ReadUInt32();
				Unknown008 = s.ReadInt32();
				Header.Read(s);

				switch(GameEngineIndex)
				{
					case GameEngineType.Ctf:			VariantOptions = new Ctf();			break;
					case GameEngineType.Slayer:			VariantOptions = new Slayer();		break;
					case GameEngineType.Oddball:		VariantOptions = new Oddball();		break;
					case GameEngineType.King:			VariantOptions = new King();		break;
					case GameEngineType.Sandbox:		VariantOptions = new Sandbox();		break;
					case GameEngineType.Vip:			VariantOptions = new Vip();			break;
					case GameEngineType.Juggernaut:		VariantOptions = new Juggernaut();	break;
					case GameEngineType.Territories:	VariantOptions = new Teritories();	break;
					case GameEngineType.Assault:		VariantOptions = new Assault();		break;
					case GameEngineType.Infection:		VariantOptions = new Infection();	break;
					default:							throw new Debug.Exceptions.UnreachableException();
				}

				VariantOptions.Read(s);

				s.Seek(0x160 - VariantOptions.Sizeof, System.IO.SeekOrigin.Current);
			}
Exemple #6
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 public GameEngineVariant(Engine.EngineBuildHandle gameBuild, GameEngineType type)
 {
     mGameBuild = gameBuild;
     mType      = type;
     InitializeVariant();
 }