Exemple #1
0
        private static void processLandmarkReq(ComState state)
        {
            short  sizeName;
            short  sizeDescription;
            short  sizeImage   = 0;
            string name        = "";
            string description = "";
            string image       = "";

            //process database stuff and provide info on landmark
            //store landmark name description and image in respective vars
            var dbCon = new DatabaseConnect();

            dbCon.provideLandmarkInfoFromDB(getUpdateID(state.Update), ref name, ref description, ref image);
            //Console.WriteLine("Landmark GUID: " + state.ClientID.ToString());
            //Console.WriteLine("Landmark Name: " + name);
            //Console.WriteLine("Landmark description: " + description);
            //Console.WriteLine("Landmark image: " + image);

            sizeName        = (short)Encoding.ASCII.GetByteCount(name);
            sizeDescription = (short)Encoding.ASCII.GetByteCount(description);
            //imagesize here
            byte[] type = { 2 };
            lock (state.WRITE_LOCK)
            {
                state.ClientSocket.Send(type);
                state.ClientSocket.Send(BitConverter.GetBytes(sizeName));
                state.ClientSocket.Send(Encoding.ASCII.GetBytes(name));
                state.ClientSocket.Send(BitConverter.GetBytes(sizeDescription));
                state.ClientSocket.Send(Encoding.ASCII.GetBytes(description));
                state.ClientSocket.Send(BitConverter.GetBytes(sizeImage));
            }
            //send image
        }
Exemple #2
0
        private static void processColloseumReq(ComState state)
        {
            short  sizeName;
            short  sizeDescription;
            string name        = "";
            string description = "";
            string image       = "";

            //process database stuff and provide info on colloseum
            //store colloseum name and description in respective vars
            //add other details later
            var dbCon = new DatabaseConnect();

            dbCon.provideColosseumInfoFromDB(getUpdateID(state.Update), ref name, ref description, ref image);
            //Console.WriteLine("Colloseum GUID: " + state.ClientID.ToString());
            //Console.WriteLine("Colloseum Name: " + name);
            //Console.WriteLine("Colloseum description: " + description);
            //Console.WriteLine("Colloseum image: " + image);

            sizeName        = (short)Encoding.ASCII.GetByteCount(name);
            sizeDescription = (short)Encoding.ASCII.GetByteCount(description);

            byte[] type = { 1 };
            lock (state.WRITE_LOCK)
            {
                state.ClientSocket.Send(type);
                state.ClientSocket.Send(BitConverter.GetBytes(sizeName));
                state.ClientSocket.Send(Encoding.ASCII.GetBytes(name));
                state.ClientSocket.Send(BitConverter.GetBytes(sizeDescription));
                state.ClientSocket.Send(Encoding.ASCII.GetBytes(description));
            }
        }
Exemple #3
0
        //use shorts for sizes (in bytes) to save data
        //if image or anything being sent is larger than 64kb it's much too large

        private static void processItemReq(ComState state)
        {
            List <byte> itemIDs = new List <byte>();
            short       size    = 0;

            //verify item req valid
            //generate items and tell user what items they got, send a list of 0 if cant get items from landmark
            //place item ids (item ids are bytes) in itemIDs
            //store number of items in size
            //maybe a random number of items? not sure how you want to deal with that


            Random r = new Random();

            size = (short)r.Next(1, 4);
            for (int i = 0; i < size; i++)
            {
                //lets say 0 is a health pot and 1 is a landmine
                itemIDs.Add((byte)r.Next(0, 2));
            }

            byte[] type = { 4 };
            lock (state.WRITE_LOCK)
            {
                state.ClientSocket.Send(type);
                state.ClientSocket.Send(BitConverter.GetBytes(size));
                state.ClientSocket.Send(itemIDs.ToArray());
            }
        }
Exemple #4
0
        private static void processBattleResponse(ComState state)
        {
            byte[] response = new byte[18];
            byte[] ack      = { 1 };
            response[0] = 5;
            state.ClientSocket.Receive(response, 1, 17, 0);
            ClientState opponent;

            if (ConnectedPlayers.playerDetails.TryGetValue(getUpdateID(state.Update), out opponent))
            {
                lock (opponent.GENCOM_WRITE_LOCK)
                {
                    //Console.WriteLine(response[0]);
                    opponent.GenComSocket.Send(response, 18, 0);
                }
            }
            else
            {
                //indicate player no longer there
                ack[0] = 0;
            }
            //if match accepted send acknowledgment to player to connect to battle scene or not depending on if opponent still online
            if (response[17] == 1)
            {
                lock (state.WRITE_LOCK)
                {
                    state.ClientSocket.Send(ack, 1, 0);
                }
            }
        }
Exemple #5
0
        private static void processQuestComplete(ComState state)
        {
            var dbCon = new DatabaseConnect();

            dbCon.updatePlayerExpAfterQuest(state.ClientID);

            Console.WriteLine("Recieved quest complete");
        }
Exemple #6
0
        //async method for connecting to clients
        public static void connect(IAsyncResult ar)
        {
            ComState state = null;

            try
            {
                //connection finished, allow others to connect
                connectionFound.Set();

                Console.WriteLine("\nPlayer connected gen com");



                //get socket for client
                Socket listener = (Socket)ar.AsyncState;
                Socket handler  = listener.EndAccept(ar);



                byte[] id = new byte[16];
                handler.Receive(id, 16, 0);
                Guid clientID = new Guid(id);

                ClientState addSocket;
                lock (ConnectedPlayers.DICTIONARY_LOCK)
                {
                    if (ConnectedPlayers.playerDetails.TryGetValue(clientID, out addSocket))
                    {
                        addSocket.GenComSocket = handler;
                    }
                    else
                    {
                        addSocket = new ClientState(handler, null, null, null);
                        ConnectedPlayers.playerDetails.Add(clientID, addSocket);
                    }
                }
                //link writelock with the playerdetails gencomwritelock for this client
                state = new ComState(addSocket.GENCOM_WRITE_LOCK);
                //initialize values
                state.ClientSocket = handler;
                state.Update       = new byte[UPDATE_SIZE];
                state.ClientID     = clientID;

                //start receiving client updates
                handler.BeginReceive(state.Update, 0, UPDATE_SIZE, 0, new AsyncCallback(readUpdate), state);
            }
            //catch connection errors
            catch (Exception e)
            {
                if (state != null)
                {
                    state.disposeTimer();
                }
                Console.WriteLine(e.ToString());
                Console.WriteLine("\nPlayer disconnected gen com connect");
            }
        }
Exemple #7
0
 private static void processSpCom(ComState state)
 {
     ////tell user they recieved a quest
     //byte[] type = { 3 };
     ////Console.WriteLine("quest elapsed 2");
     //lock (state.WRITE_LOCK)
     //{
     //    state.ClientSocket.Send(type);
     //}
 }
Exemple #8
0
        private static bool serverUpdateAvailable(ComState state)
        {
            Console.WriteLine("quest elapsed 0");
            if (state.getQuest())
            {
                Console.WriteLine("quest elapsed 1");
                return(true);
            }

            //anything else that needs to be checked other than quests?

            return(false);
        }
Exemple #9
0
        private static void processBattleReq(ComState state)
        {
            byte[] outUpdate = new byte[33];
            outUpdate[0] = 0;
            Array.Copy(state.ClientID.ToByteArray(), 0, outUpdate, 1, 16);
            state.ClientSocket.Receive(outUpdate, 17, 16, 0);
            ClientState opponent;

            if (ConnectedPlayers.playerDetails.TryGetValue(getUpdateID(state.Update), out opponent))
            {
                lock (opponent.GENCOM_WRITE_LOCK)
                {
                    opponent.GenComSocket.Send(outUpdate, 33, 0);
                }
            }
            else
            {
                //temporarily write console message for potential troubleshooting
                Console.WriteLine("Received ID not in player table");
            }
        }
Exemple #10
0
        //read updates from clients
        public static void readUpdate(IAsyncResult ar)
        {
            //retreive the state object and socket
            ComState state   = (ComState)ar.AsyncState;
            Socket   handler = state.ClientSocket;

            try
            {
                ar.AsyncWaitHandle.WaitOne();
                if (handler.EndReceive(ar) == 0)
                {
                    state.disposeTimer();
                    Console.WriteLine("\nPlayer disconnected gen com readUpdate");
                    return;
                }

                byte type = state.Update[0];

                //if (serverUpdateAvailable(state))
                //{
                //    processSpCom(state);
                //}


                switch (type)
                {
                //player requesting battle with another player
                case 0:
                    processBattleReq(state);
                    break;

                //player interacting with colloseum
                case 1:
                    processColloseumReq(state);
                    break;

                //player interacting with landmark
                case 2:
                    processLandmarkReq(state);
                    break;

                case 3:
                    processQuestComplete(state);
                    break;

                case 4:
                    processItemReq(state);
                    break;

                case 5:
                    processBattleResponse(state);
                    break;

                //anything else we may want
                default:
                    Console.WriteLine("Error: invalid update type received");
                    break;
                }

                handler.BeginReceive(state.Update, 0, UPDATE_SIZE, 0, new AsyncCallback(readUpdate), state);
            }
            //end communications gracefully if player disconnects
            catch (Exception)
            {
                state.disposeTimer();
                Console.WriteLine("\nPlayer disconnected gen com readUpdate");
            }
        }