private void OnRemoveBlock(RemoveBlock msg)
    {
        Point3 worldCoord = msg.worldCoord;
        Chunk  chunk      = ChunkManager.GetChunk(worldCoord);

        if (chunk != null)
        {
            chunk.RemoveBlock(worldCoord.ToLocalBlockCoord());
        }

        int    hash = ChunkManager.GetHash(worldCoord.ToChunkCoord());
        string name = Name(worldCoord);

        // TODO: Fix the deleting of gameobjects. I'd rather use a pool.
        // Casts an error when hash doesn't exist, like when clicking
        // on the ground
        GameObject container = chunks[hash];

        foreach (Transform child in container.transform)
        {
            if (child.name == name)
            {
                Destroy(child.gameObject);
            }
        }

        UpdateNeighbours(GetNeighbours(worldCoord), worldCoord);
    }
Exemple #2
0
        // ReSharper restore FunctionNeverReturns

        private static void PlayerThread(NetworkPlayer player)
        {
            NetworkStream clientStream;

            //make all the introductions. we do this before sending the world so the client doesn't see them as new connections
            foreach (var otherPlayer in Players.Values)
            {
                try
                {
                    new Connect(otherPlayer.Id, otherPlayer.UserName, otherPlayer.Coords)
                    {
                        ConnectedPlayer = player, Immediate = true
                    }.Send();
                }
                catch (Exception ex)
                {
                    WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message));
#if DEBUG
                    WriteToServerConsoleLog(ex.StackTrace);
#endif
                }

                new Connect(player.Id, player.UserName, player.Coords)
                {
                    ConnectedPlayer = otherPlayer
                }.Send();
            }

            try
            {
                Players.TryAdd(player.Id, player);                 //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections
                UpdateServerConsolePlayerList();

                var getWorld = new GetWorld {
                    ConnectedPlayer = player
                };
                getWorld.Send();
                WriteToServerConsoleLog(String.Format("World send complete to {0} ({1} compressed, {2} uncompressed)", player.IpAddress, getWorld.DataLength, getWorld.UncompressedLength));

                //create a thread to handle communication with connected client
                player.TcpClient.NoDelay = true;
                clientStream             = player.TcpClient.GetStream();
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
                return;
            }

            var actionTypebytes = new byte[sizeof(ushort)];
            try
            {
                if (!string.IsNullOrWhiteSpace(Config.MOTD))
                {
                    new ServerMsg(Config.MOTD, player).Send();
                }

                while (true)
                {
                    Thread.Sleep(10);                     //bm: polling is expensive. don't remove this or the server will pin your machine when only a couple users are online
                    GameAction gameAction;
                    while (player.SendQueue.Count > 0 && player.SendQueue.TryDequeue(out gameAction))
                    {
                        gameAction.Immediate = true;
                        gameAction.Send();
                    }

                    if (!clientStream.DataAvailable)
                    {
                        continue;
                    }
                    var bytesRead = 0;
                    while (bytesRead < actionTypebytes.Length)
                    {
                        bytesRead += clientStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead);
                    }
                    var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0);
                    switch (actionType)
                    {
                    case ActionType.AddBlock:
                        gameAction = new AddBlock();
                        break;

                    case ActionType.AddBlockItem:
                        gameAction = new AddBlockItem();
                        break;

                    case ActionType.AddBlockMulti:
                        gameAction = new AddBlockMulti();
                        break;

                    case ActionType.AddCuboid:
                        gameAction = new AddCuboid();
                        break;

                    case ActionType.AddProjectile:
                        gameAction = new AddProjectile();
                        break;

                    case ActionType.AddStaticItem:
                        gameAction = new AddStaticItem();
                        break;

                    case ActionType.AddStructure:
                        gameAction = new AddStructure();
                        break;

                    case ActionType.ChatMsg:
                        gameAction = new ChatMsg();
                        break;

                    case ActionType.Disconnect:
                        gameAction = new Disconnect();
                        break;

                    case ActionType.PickupBlockItem:
                        gameAction = new PickupBlockItem();
                        break;

                    case ActionType.PlayerInfo:
                        gameAction = new PlayerInfo();
                        break;

                    case ActionType.PlayerMove:
                        gameAction = new PlayerMove();
                        break;

                    case ActionType.PlayerOption:
                        gameAction = new PlayerOption();
                        break;

                    case ActionType.RemoveBlock:
                        gameAction = new RemoveBlock();
                        break;

                    case ActionType.RemoveBlockItem:
                        gameAction = new RemoveBlockItem();
                        break;

                    case ActionType.RemoveBlockMulti:
                        gameAction = new RemoveBlockMulti();
                        break;

                    case ActionType.ServerCommand:
                        gameAction = new ServerCommand();
                        break;

                    case ActionType.Connect:
                    case ActionType.ServerMsg:
                    case ActionType.ServerSync:
                    case ActionType.GetWorld:
                        throw new Exception(string.Format("Server should not receive action type: {0}", actionType));

                    case ActionType.Error:
                        var bytes = 0;
                        while (clientStream.ReadByte() != -1)
                        {
                            bytes++;
                        }
                        throw new Exception("GameAction 'Error' received. " + bytes + " byte(s) remained in the stream.");

                    default:
                        throw new Exception(string.Format("Unknown action type: {0}", actionType));
                    }
                    gameAction.ConnectedPlayer = player;
                    gameAction.Receive();
                    if (HasServerConsole && CaptureIncoming)                     //only stream messages if there is a console window and it has requested to display them
                    {
                        _serverConsole.UpdateStreamLogInvokable(gameAction, player, false);
                    }
                    if (actionType == ActionType.Disconnect)
                    {
                        return;
                    }
                }
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
            }
        }
    private void OnRemoveBlock(RemoveBlock msg)
    {
        Point3 worldCoord = msg.worldCoord;
        Chunk chunk = ChunkManager.GetChunk(worldCoord);
        if (chunk != null) {
            chunk.RemoveBlock(worldCoord.ToLocalBlockCoord());
        }

        int hash = ChunkManager.GetHash(worldCoord.ToChunkCoord());
        string name = Name(worldCoord);

        // TODO: Fix the deleting of gameobjects. I'd rather use a pool.
        // Casts an error when hash doesn't exist, like when clicking
        // on the ground
        GameObject container = chunks[hash];
        foreach (Transform child in container.transform) {
            if (child.name == name) {
                Destroy(child.gameObject);
            }
        }

        UpdateNeighbours(GetNeighbours(worldCoord), worldCoord);
    }