Exemple #1
0
 /// <summary>
 /// Plays a sound effect on the player's console.
 /// </summary>
 /// <param name="source">Mob the sound effect is located on.</param>
 /// <param name="attrName">Attribute name of the sound.</param>
 /// <param name="w">The world to use for its attribute generator.</param>
 /// <remarks>
 /// It's necessary to pass in a world here because, when this is called as part of a pulse
 /// notification, the player won't necessarily have a world.
 /// </remarks>
 public void playSound( Mob source, string attrName, World w )
 {
     if( this.NewSound != null )
     {
     string url = w.attributeUrlGenerator( source, attrName );
     this.NewSound( url );
     }
 }
Exemple #2
0
 public PulseRunner( World w )
 {
     _world = w;
 }
Exemple #3
0
        /// <summary>
        /// Call when a new piece of input is received from the user.
        /// </summary>
        /// <param name="text">The new input</param>
        /// <returns>Some text to display to the user, if any.</returns>
        public string inputPush( string text, World world )
        {
            use(false);

            if( this.inGame && text == "logout" )
            {
            outputPush( new ConsoleCommand() { text = "<br/>Goodbye!<br/><br/>" } );
            Game.Login.LogUserOut(this);
            return executeCommand( "look", world );
            }
            else if( !this.inGame && text.StartsWithI( "login" ) )
            {
            string[] pieces = text.Split( new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries );
            if( pieces.Length != 3 )
                return "Could not log you in: incorrect syntax.";

            string result = Game.Login.LogUserIn( this, pieces[1], pieces[2] );
            if( result != null )
                return "Could not log you in: " + result;

            outputPush( "\nSuddenly you're falling...!\n\n" );
            return executeCommand( "look", world );
            }
            else
            {
            return executeCommand( text, world );
            }
        }
Exemple #4
0
 // Executes a MOO command.
 string executeCommand( string text, World world )
 {
     try {
     this.player.world = world;
     return MooCore.InputParser.ProcessInput(text, this.player);
     } catch (System.Exception ex) {
     return "<span class=\"error\">Exception: {0}".FormatI(ex.ToString());
     }
     finally
     {
     world.waitForMerge();
     this.player.world = null;
     }
 }
Exemple #5
0
        /// <summary>
        /// Call when a new piece of input is received from the user.
        /// </summary>
        /// <param name="text">The new input</param>
        /// <returns>Some text to display to the user, if any.</returns>
        public string inputPush( string text, World world )
        {
            use(false);

            if( this.inGame && text == "logout" )
            {
            outputPush( new ConsoleCommand() { text = "<br/>Goodbye!<br/><br/>" } );
            Game.Login.LogUserOut(this);
            return executeCommand( "look", world );
            }
            else if( !this.inGame && text.StartsWithI( "login" ) )
            {
            string[] pieces = text.Split( new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries );
            if( pieces.Length != 3 )
                return "Could not log you in: incorrect syntax.";

            string result = Game.Login.LogUserIn( this, pieces[1], pieces[2] );
            if( result != null )
                return "Could not log you in: " + result;

            outputPush( "\nSuddenly you're falling...!\n\n" );
            return executeCommand( "look", world );
            }
            else if( !this.inGame )
            {
            // This is a sad shadow of what I'd hoped to attain with the public area,
            // but for now I wish to continue on with other things instead of fighting
            // the permissions system more.
            if( text == "look" )
                return executeCommand( text, world );
            else if( text == "help" )
                outputPush( "\nType login to begin.\n" );
            else
                outputPush( "\nSorry, I don't know what that means.\n" );
            return "";
            }
            else
            {
            return executeCommand( text, world );
            }
        }
Exemple #6
0
        public void ConflictMerge()
        {
            createBasicWorld();

            StringBuilder sb = new StringBuilder();

            // Make a second shadow world to work with, to simluate two threads.
            ShadowWorld sw2 = new ShadowWorld( _cw );
            World w2 = new World( sw2 );
            Mob _test2 = Mob.Wrap( sw2.findObject( _testObj.id ) );

            // Disable immediate updates.
            using( var token = _cw.getMergeToken() )
            {
            // Do some interleaved writes.
            _testObj.attrSet( "testA", "Value A1" );
            _test2.attrSet( "testA", "Value A2" );
            _test2.attrSet( "testB", "Value B2" );
            _testObj.attrSet( "testB", "Value B1" );

            _testObj.verbSet( "testA", new Verb() { name = "testA", code = "//Value A1" } );
            _test2.verbSet( "testA", new Verb() { name = "testA", code = "//Value A2" } );
            _test2.verbSet( "testB", new Verb() { name = "testB", code = "//Value B2" } );
            _testObj.verbSet( "testB", new Verb() { name = "testB", code = "//Value B1" } );
            }
            _sw.waitForMerge();
            sw2.waitForMerge();

            sb.AppendLine( "Simultaneous merge:" );
            sb.AppendLine( "Canon:" );
            sb.AppendLine( printCanon() );
            sb.AppendLine( "Shadow A:" );
            sb.AppendLine( printWorld( _w ) );
            sb.AppendLine( "Shadow B:" );
            sb.AppendLine( printWorld( w2 ) );

            // The second one will test one object getting a chance to update, and a second coming in later.
            _testObj.attrSet( "testC", "Value C1" );
            using( var token = _cw.getMergeToken() )
            {
            _test2.attrSet( "testC", "Value C2" );
            _test2.attrSet( "testD", "Value D2" );
            }
            _testObj.attrSet( "testD", "Value D1" );

            using( var token = _cw.getMergeToken() )
            {
            _testObj.verbSet( "testC", new Verb() { name = "testC", code = "//Value C1" } );
            _test2.verbSet( "testC", new Verb() { name = "testC", code = "//Value C2" } );
            }
            _test2.verbSet( "testD", new Verb() { name = "testD", code = "//Value D2" } );
            _testObj.verbSet( "testD", new Verb() { name = "testD", code = "//Value D1" } );

            _sw.waitForMerge();
            sw2.waitForMerge();

            sb.AppendLine( "Interleaved merge:" );
            sb.AppendLine( "Canon:" );
            sb.AppendLine( printCanon() );
            sb.AppendLine( "Shadow A:" );
            sb.AppendLine( printWorld( _w ) );
            sb.AppendLine( "Shadow B:" );
            sb.AppendLine( printWorld( w2 ) );

            string results = sb.ToString();
            TestCommon.CompareRef( Path.Combine( "WorldTest", "ConflictMerge" ), results );
        }
Exemple #7
0
        string printWorld( World w )
        {
            StringBuilder sb = new StringBuilder();
            _w.findObjects( (mob) =>
            {
            sb.AppendLine( printObject( mob ) );
            return false;
            } );

            return sb.ToString();
        }
Exemple #8
0
        void createBasicWorld()
        {
            createBasicDatabase();
            _cw = CanonWorld.FromWorldDatabase( _wdb, false, false );
            _sw = new ShadowWorld( _cw );
            _w = new World( _sw );

            // We want to replace these with actual world copies now.
            _god = _w.findObject( 1 );
            _templates = _w.findObject( 2 );
            _playerTemplate = _w.findObject( 3 );
            _player = _w.findObject( 4 );
            _testObj = _w.findObject( 5 );
        }
Exemple #9
0
        public void DeleteMerge()
        {
            createBasicWorld();

            StringBuilder sb = new StringBuilder();

            // Make a second shadow world to work with, to simluate two threads.
            ShadowWorld sw2 = new ShadowWorld( _cw );
            World w2 = new World( sw2 );
            Mob _test2 = Mob.Wrap( sw2.findObject( _testObj.id ) );

            // Insert some values and make sure they show up for everyone.
            _testObj.attrSet( "test1", "Test 1" );
            _testObj.attrSet( "test2", "Test 1" );

            sb.AppendLine( "Pre-test:" );
            sb.AppendLine( "Canon:" );
            sb.AppendLine( printCanon() );
            sb.AppendLine( "Shadow A:" );
            sb.AppendLine( printWorld( _w ) );
            sb.AppendLine( "Shadow B:" );
            sb.AppendLine( printWorld( w2 ) );

            // Now make some delete changes under conflict.
            using( var token = _cw.getMergeToken() )
            {
            _testObj.attrSet( "test1", "Test 2" );
            _test2.attrDel( "test1" );

            _test2.attrDel( "test2" );
            _testObj.attrSet( "test2", "Test 2" );
            }

            _sw.waitForMerge();
            sw2.waitForMerge();

            sb.AppendLine( "Post-test:" );
            sb.AppendLine( "Canon:" );
            sb.AppendLine( printCanon() );
            sb.AppendLine( "Shadow A:" );
            sb.AppendLine( printWorld( _w ) );
            sb.AppendLine( "Shadow B:" );
            sb.AppendLine( printWorld( w2 ) );

            string results = sb.ToString();
            TestCommon.CompareRef( Path.Combine( "WorldTest", "DeleteMerge" ), results );
        }