public void Prepare() { _server = new Server(8886); _server.StartListeningForPackets(); Redis redis = new Redis(); redis.Start(); TestDb.Create(); _client = new ConnectedClientTcpHandler(new TcpClient("localhost", 8886)); }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _server = new Server(new ServerStartConfig() { Port = 123 }); _server.StartGameThread(); _player = TestDb.TEST_PLAYER; _player.Login = "******"; }
static void Main(string[] args) { Log.Info("Connecting to Redis"); Redis redis = new Redis(); redis.Start(); Log.Info("Creating Test Database"); TestDb.Create(); Log.Info("Starting Server"); var server = new Server(new Server.ServerStartConfig() { Port = SERVER_PORT }); server.StartListeningForPackets(); server.StartGameThread(); // Make the server thread join this thread so the code execution dont stop here //server.TcpHandler.connectionsThread.Join(); while (server.IsRunning()) { string consoleInput = Console.ReadLine(); string[] split = consoleInput.Split(" "); string cmd = split[0]; var cmdArgs = split.Skip(1).ToArray(); if (cmd == "help") { Log.Info("Registered Commands:", ConsoleColor.Green); var allCommands = Server.CommandHandler.RegisteredCommands(); var output = "help |"; foreach (var command in allCommands) { output += $" {command} |"; } Log.Info(output, ConsoleColor.Green); } if (!Server.CommandHandler.RunCommand(cmd, cmdArgs)) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine(); Log.Error("[Console] Command Not Found. Use 'help' for help"); } } }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _server = new Server(1234); _server.StartGameThread(); _player = new StoredPlayer() { UserId = "wololo", Login = "******", Password = "******" }; }
public void Prepare() { _server = new Server(8886); _server.StartListeningForPackets(); Redis redis = new Redis(); redis.Start(); TestDb.Create(); _client = new ConnectedClientTcpHandler() { TcpClient = new TcpClient("localhost", 8886), ConnectionId = Guid.NewGuid().ToString() }; }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _player = new StoredPlayer() { UserId = "wololo", Login = "******", Password = "******", MoveSpeed = 1, X = 5, Y = 5 }; }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _server = new Server(new ServerStartConfig() { Port = 123 }); _server.StartGameThread(); _player = new StoredPlayer() { UserId = "wololo", Login = "******", Password = "******", MoveSpeed = 1, X = 0, Y = 0 }; }
public void Start() { Redis redis = new Redis(); redis.Start(); TestDb.Create(); _server = new Server(new Server.ServerStartConfig() { Port = 123, DisableSpawners = true }); // _server.StartGameThread(); GameThread.TIME_MS_NOW = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; _player = new StoredPlayer() { UserId = "wololo", Login = "******", Password = "******", MoveSpeed = 1, X = 0, Y = 0 }; _client = ServerMocker.GetClient(); _client.FullLoginSequence(_player); _monster = new Skeleton() { HP = 10, Position = new Position(1, 0) }; Server.Events.Call(new EntitySpawnEvent() { Entity = _monster, Position = _monster.Position }); // So we can send move events w/o worryng about cooldown check Server.GetPlayer(_player.UserId).MoveSpeed = int.MaxValue; }