Exemple #1
0
 /// <summary>
 /// Callback that sends our name to the server
 /// </summary>
 /// <param name="state"></param>
 public void First_Contact_Callback(PreservedState state)
 {
     pstate = state;
     NetworkingCode.Send(pstate.State_Socket, Name_Textbox.Text + "\n");
     state.State_Callback = Received_Player_Callback;
     NetworkingCode.i_want_more_data(state);
 }
Exemple #2
0
        /// <summary>
        /// Sends our mouse postion to the server
        /// </summary>
        public void SendMousePosition()
        {
            int xpos, ypos;

            MousePos(out xpos, out ypos);
            NetworkingCode.Send(pstate.State_Socket, "(move, " + xpos + ", " + ypos + ")\n"); //do we have to add the "\n" or not?
            Invalidate();
        }
Exemple #3
0
 /// <summary>
 /// sending a single cube to update the world of either a player or a dead cube
 /// </summary>
 /// <param name="cube"></param>
 private void SendCube(Cube cube)
 {
     foreach (Socket socket in AllSockets.Keys)
     {
         string message = JsonConvert.SerializeObject(cube);
         NetworkingCode.Send(socket, message + "\n");
     }
 }
Exemple #4
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        /// <summary>
        /// Sends out split request to the server
        /// </summary>
        public void SendSplit()
        {
            int xpos, ypos;

            MousePos(out xpos, out ypos);
            if (!(SignInPanel.Visible == true))
            {
                NetworkingCode.Send(pstate.State_Socket, "(split, " + xpos + ", " + ypos + ")\n");
            }
        }
Exemple #5
0
 /// <summary>
 /// Sends all the cubes in the world dictionary to the client
 /// </summary>
 /// <param name="state"></param>
 //private void UpdateWorld(PreservedState)
 private void UpdateWorld()
 {
     foreach (Cube cube in world.cubeList.Values)
     {
         foreach (Socket socket in AllSockets.Keys)
         {
             string message = JsonConvert.SerializeObject(cube);
             NetworkingCode.Send(socket, message + "\n");
         }
     }
 }
Exemple #6
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        /// <summary>
        /// this handles every client connections
        /// </summary>
        /// <param name="state"></param>
        public void Handle_New_Client_Connections(PreservedState state)
        {
            //set up a message to let us know that a client has connected to the server
            Console.WriteLine("A new client has connected to the server.");

            //set up a callback to recieve the player name
            state.State_Callback = Recieve_Player_Name;

            //Request more data
            NetworkingCode.i_want_more_data(state);
        }
Exemple #7
0
        /// <summary>
        /// sends out the player name after the first contact
        /// </summary>
        /// <param name="state"></param>
        public void Recieve_Player_Name(PreservedState state)
        {
            if (NetworkingCode.IsConnected(state.State_Socket))
            {
                //recieve player name from view
                string stringData = state.data.ToString();
                int    EndName    = stringData.IndexOf('\n');
                string name       = stringData.Substring(0, EndName);
                state.data.Remove(0, EndName + 1);

                //create player cube and send to client
                Cube PlayerCube = world.CreatePlayer(name);

                //change callback
                state.State_Callback = Handle_Data_from_Client;

                lock (world)
                {
                    //Add to world and player dictionary
                    world.cubeList.Add(PlayerCube.uid, PlayerCube);
                    PlayerDictionary.Add(PlayerCube.uid, PlayerCube);

                    //adds the socket and the socket's player to a dictionary to keep track of the player for each socket
                    AllSockets.Add(state.State_Socket, PlayerCube);

                    //Seriliaze player cube
                    string message = JsonConvert.SerializeObject(PlayerCube);
                    NetworkingCode.Send(state.State_Socket, message + "\n");

                    //update World
                    UpdateWorld();
                }
                //starts the timer for the server to begin Updating
                //timer.Start();

                //ask for more data
                NetworkingCode.i_want_more_data(state);
            }
            else
            {
                lock (world)
                {
                    AllSockets.Remove(state.State_Socket);
                    if (AllSockets.Count == 0)
                    {
                        //Awaiting Network client connections
                        Start();
                    }
                }
            }
        }
Exemple #8
0
        /// <summary>
        ///Process requests from the Web Browser
        /// </summary>
        /// <param name="state"></param>
        public void Stat_Request(PreservedState state)
        {
            int RequestEnd = state.data.ToString().IndexOf('\n');

            string page = "";

            string message = state.data.ToString().Substring(0, RequestEnd - 1);

            state.data.Remove(0, RequestEnd + 2);


            if (message == "GET /players HTTP/1.1")
            {
                string commandText = "SELECT * from Players";
                page = SQLDatabase.ReadFromDatabase(commandText);
            }

            else if (message.Substring(0, 18) == "GET /games?player=")
            {
                string[] GetNameArray = message.Substring(18).Split(' ');

                string name = GetNameArray[0];

                string commandText = "SELECT * FROM Players WHERE Name = '" + name + "'";

                page = SQLDatabase.ReadFromDatabase(commandText);
            }

            else if (message.Substring(0, 14) == "GET /eaten?id=")
            {
                string[] GetNameArray = message.Substring(14).Split(' ');

                string StringGameID = GetNameArray[0];

                int GameID;

                bool BoolGameID = int.TryParse(StringGameID, out GameID);

                string commandText = "SELECT * FROM EatenNames WHERE ID = " + StringGameID;

                page = SQLDatabase.ReadFromEatenNames(commandText, GameID);
            }

            else
            {
                page = "<!DOCTYPE html><html><title> Error </title><body><h5>Error:</h5><p> Cannot connect to server,"
                       + " check URL</p></body></html> ";
            }
            NetworkingCode.Send(state.State_Socket, page);
        }
Exemple #9
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        /// <summary>
        /// Callback that sets our player that we get from the server
        /// </summary>
        /// <param name="state"></param>
        public void Received_Player_Callback(PreservedState state)
        {
            string stringData = state.data.ToString();
            int    EndPlayer  = stringData.IndexOf('\n');
            string message    = stringData.Substring(0, EndPlayer);

            state.data.Remove(0, EndPlayer + 1);

            player = JsonConvert.DeserializeObject <Cube>(message);
            world.cubeList.Add(player.uid, player);
            this.Paint += AgCubioGUI_Paint;

            state.State_Callback = Data_Received_Callback;
            NetworkingCode.i_want_more_data(state);
        }
Exemple #10
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        /// <summary>
        /// starts the world
        /// </summary>
        private void Start()
        {
            world            = new World();
            PlayerDictionary = new Dictionary <int, Cube>();
            AllSockets       = new Dictionary <Socket, Cube>();
            SplitDictionary  = new Dictionary <int, HashSet <Cube> >();
            HighestRanks     = new Dictionary <int, Cube>();

            foodCount  = 0;
            VirusCount = 0;

            world = new World();
            timer = new Timer();
            //(1 second/25 heartbeats) * 1000 = 40 miliseconds
            timer.Interval = (double)(1.0 / world.Heartbeat * 1000);
            //the heartbeats of the world new timer and set seconds to update
            timer.Elapsed += Timer_Elapsed;

            lock (world)
            {
                if (foodCount < world.MaxFood)
                {
                    for (int i = foodCount; i < world.MaxFood; i++)
                    {
                        Cube food = world.CreateFood();
                        world.cubeList.Add(food.uid, food);
                    }
                }
                if (VirusCount < world.MaxVirus)
                {
                    for (int i = VirusCount; i < world.MaxVirus; i++)
                    {
                        Cube virus = world.CreateVirus();
                        world.cubeList.Add(virus.uid, virus);
                    }
                }
            }
            foodCount  = world.MaxFood;
            VirusCount = world.MaxVirus;

            timer.Start();

            //Awaiting Network client connections
            NetworkingCode.Server_Awaiting_Client_Loop(Handle_New_Client_Connections, 11000);
            NetworkingCode.Server_Awaiting_Client_Loop(Web_Browser_Connection, 11100);
        }
Exemple #11
0
        /// <summary>
        /// Callback that goes through all of the data from the server and turns it into cubes.
        /// </summary>
        /// <param name="state"></param>
        public void Data_Received_Callback(PreservedState state)
        {
            lock (world)
            {
                int End;
                while ((End = state.data.ToString().IndexOf('\n')) >= 0)
                {
                    string message = state.data.ToString().Substring(0, End);
                    state.data.Remove(0, End + 1);

                    Cube rebuilt = JsonConvert.DeserializeObject <Cube>(message);
                    if (rebuilt.Mass == 0 && rebuilt.uid == player.uid)
                    {
                        player = rebuilt;
                        world.cubeList.Remove(player.uid);
                        MessageBox.Show("You Died!");
                    }
                    else if (rebuilt.Mass == 0)
                    {
                        world.cubeList.Remove(rebuilt.uid);
                    }
                    else
                    {
                        if (rebuilt.uid == player.uid)
                        {
                            player = rebuilt;
                            world.cubeList[player.uid] = rebuilt;
                            ScaleWidth(player);
                        }
                        else
                        {
                            world.cubeList[rebuilt.uid] = rebuilt;
                        }
                    }
                }
            }
            NetworkingCode.i_want_more_data(state);
        }
Exemple #12
0
 /// <summary>
 /// Connects to the server
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void connectButton_Click(object sender, EventArgs e)
 {
     SignInPanel.Hide();
     NetworkingCode.Connect_to_Server(First_Contact_Callback, Server_Name.Text);
 }
Exemple #13
0
 /// <summary>
 ///Creating a first contact with the Web browser
 /// </summary>
 /// <param name="state"></param>
 public void Web_Browser_Connection(PreservedState state)
 {
     state.State_Callback = Stat_Request;
     NetworkingCode.i_want_more_data(state);
 }
Exemple #14
0
        /// <summary>
        /// Handles every request from the client
        /// </summary>
        /// <param name="state"></param>
        public void Handle_Data_from_Client(PreservedState state)
        {
            if (NetworkingCode.IsConnected(state.State_Socket))
            {
                int MessageEnd;
                lock (world)
                {
                    //getting message from the client and desecting the message to respond accordingly
                    while ((MessageEnd = state.data.ToString().IndexOf('\n')) >= 0)
                    {
                        //message recived
                        string message = state.data.ToString().Substring(0, MessageEnd);
                        state.data.Remove(0, MessageEnd + 1);

                        string[] positionArray = message.Split(' ');

                        string xpos = positionArray[1];
                        string ypos = positionArray[2];

                        //geting mouse location
                        xpos = xpos.Remove(xpos.Length - 1);
                        ypos = ypos.Remove(ypos.Length - 1);

                        double mouse_x;
                        double mouse_y;

                        bool Double_x = double.TryParse(xpos, out mouse_x);
                        bool Double_y = double.TryParse(ypos, out mouse_y);

                        mouseLocX = mouse_x;
                        mouseLocY = mouse_y;

                        Cube Updated_player = AllSockets[state.State_Socket];

                        //handles move requests
                        if (message.Substring(1, 4) == "move")
                        {
                            //will decrease the speed as the mass gets bigger, speed starts at 50
                            double playerSpeed = 1000 / (Updated_player.Mass * 0.5);
                            //double playerSpeed = 1;

                            if (!(Updated_player.team_id == 0))
                            {
                                foreach (Cube SplitCubes in SplitDictionary[Updated_player.team_id])
                                {
                                    MoveCube(mouse_x, mouse_y, SplitCubes, playerSpeed);
                                }
                            }
                            else
                            {
                                MoveCube(mouse_x, mouse_y, Updated_player, playerSpeed);
                                AllSockets[state.State_Socket] = Updated_player;
                            }
                        }

                        //handling split request
                        else if (message.Substring(1, 5) == "split")
                        {
                            //loop through to see get split 20 times
                            if (splitCount > world.MaxSplit)
                            {
                                splitCount = 0;
                            }
                            else
                            {
                                //splitting and ensuring team id is assigned
                                splitCount++;
                                if ((Updated_player.Mass > world.MinSplitMass) && splitCount <= world.MaxSplit)
                                {
                                    if (Updated_player.team_id == 0)
                                    {
                                        TeamIDCount++;
                                        Updated_player.team_id = TeamIDCount;
                                        Updated_player.Mass    = Updated_player.Mass / 2;

                                        Cube SplittedCube = world.Split(Updated_player);
                                        SplitTheCube(mouse_x, mouse_y, SplittedCube);
                                        SplitDictionary.Add(Updated_player.team_id, new HashSet <Cube>()
                                        {
                                            SplittedCube, Updated_player
                                        });
                                    }

                                    //else if player already splitted
                                    else
                                    {
                                        HashSet <Cube> NewSplitCubes = new HashSet <Cube>();
                                        foreach (Cube OldCube in SplitDictionary[Updated_player.team_id])
                                        {
                                            OldCube.Mass = OldCube.Mass / 2;
                                            Cube SplittedCube = world.Split(OldCube);
                                            SplitTheCube(mouse_x, mouse_y, SplittedCube);
                                            NewSplitCubes.Add(SplittedCube);
                                            NewSplitCubes.Add(OldCube);
                                        }
                                        SplitDictionary[Updated_player.team_id] = NewSplitCubes;
                                    } // end else
                                }     //end if
                            }         //end else
                        }             //end if
                    }                 // end while
                }                     //end lock
                NetworkingCode.i_want_more_data(state);
            }
            else
            {
                //Removes socket from list if no information is coming in
                lock (world)
                {
                    PlayerDictionary.Remove(AllSockets[state.State_Socket].uid);
                    world.cubeList.Remove(AllSockets[state.State_Socket].uid);
                    if (AllSockets[state.State_Socket].team_id != 0)
                    {
                        SplitDictionary.Remove(AllSockets[state.State_Socket].team_id);
                    }
                    //adding dead player to database
                    SQLDatabase.AddPlayerToDatabase(AllSockets[state.State_Socket]);

                    AllSockets.Remove(state.State_Socket);
                    if (AllSockets.Count == 0)
                    {
                        //Awaiting Network client connections
                        NetworkingCode.Server_Awaiting_Client_Loop(Handle_New_Client_Connections, 11000);
                    }
                }
            }
        }