Inheritance: BaseBinaryStub
Exemple #1
0
        public void HelloAgain(byte pid, string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId, Version gameVer, string password)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, false))
            {
                return;
            }
            // Make sure the pid is one that exists
            var pi = State.Instance.GetPlayer(pid);

            if (pi == null)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__CanNotReconnectFirstTimeConnecting);
                return;
            }

            // Make sure the pkey matches the pkey for the pid
            if (pi.Pkey != pkey)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__PublicKeyDoesNotMatch);
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);

            pi.Rpc = senderRpc;

            string software = client + " (" + clientVer + ')';

            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            pi.SaidHello = true;
            // welcome the player and assign them their side
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, true);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable, pi.IsSpectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable, pi.IsSpectator);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable, player.IsSpectator);
            }
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable, _gameSettings.AllowSpectators, _gameSettings.MuteSpectators);
            foreach (PlayerInfo player in State.Instance.Players)
            {
                senderRpc.PlayerSettings(player.Id, player.InvertedTable, player.IsSpectator);
            }
            // Add it to our lists
            pi.Connected = true;
            pi.ResetSocket(_sender);
            pi.Connected = true;
            State.Instance.UpdateDcPlayer(pi.Nick, false);
            _broadcaster.RefreshTypes();
            senderRpc.Start();
        }
Exemple #2
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        public void HelloAgain(byte pid, string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId, Version gameVer, string password)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, false))
            {
                return;
            }

            // Make sure the pid is one that exists
            var pi = State.Instance.GetPlayer(pid);

            if (pi == null)
            {
                ErrorAndCloseConnection("You can't reconnect, because you've never connected in the first place.");
                return;
            }

            // Make sure the pkey matches the pkey for the pid
            if (pi.Pkey != pkey)
            {
                ErrorAndCloseConnection("The public key you sent does not match the one on record.");
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);

            pi.Rpc = senderRpc;

            string software = client + " (" + clientVer + ')';

            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            pi.SaidHello = true;
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, true);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey);
            }
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            foreach (PlayerInfo player in State.Instance.Players)
            {
                senderRpc.PlayerSettings(player.Id, player.InvertedTable);
            }
            // Add it to our lists
            pi.Connected = true;
            pi.ResetSocket(_sender);
            pi.Connected = true;
            _broadcaster.RefreshTypes();
            senderRpc.Start();
        }
Exemple #3
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        public ServerSocket(TcpClient client, Server server)
        {
            client.Client.SendTimeout = 4000;
            this.Setup(client, new ServerMessageProcessor());
            Server       = server;
            LastPingTime = DateTime.Now;

            Handler    = new Handler(server.Context);
            Rpc        = new BinarySenderStub(this);
            Serializer = new BinaryParser(this);
        }
Exemple #4
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        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
                          Version gameVer, string password, bool spectator)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, spectator))
            {
                return;
            }
            // Check if we accept new players
            if (!_acceptPlayers)
            {
                ErrorAndCloseConnection("This game is already started and is no longer accepting new players.");
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string       software  = client + " (" + clientVer + ')';
            var          pi        = State.Instance.GetClient(_sender);

            pi.Setup(_playerId++, nick, pkey, senderRpc, software, spectator);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            pi.SaidHello = true;
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, _gameStarted || spectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey);
            }
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            foreach (PlayerInfo player in State.Instance.Players)
            {
                senderRpc.PlayerSettings(player.Id, player.InvertedTable);
            }
            // Add it to our lists
            _broadcaster.RefreshTypes();
            if (_gameStarted || spectator)
            {
                senderRpc.Start();
            }
        }
Exemple #5
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        internal void Kick(string message, params object[] args)
        {
            var mess = string.Format(message, args);

            this.Connected        = false;
            this.TimeDisconnected = DateTime.Now;
            var rpc = new BinarySenderStub(this.Socket, State.Instance.Handler);

            rpc.Kick(mess);
            Socket.Disconnect();
            if (SaidHello)
            {
                new Broadcaster(State.Instance.Handler)
                .Error(string.Format("Player {0} was kicked: {1}", Nick, mess));
            }
            SaidHello = false;
        }
Exemple #6
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        internal void Kick(bool report, string message, params object[] args)
        {
            var mess = string.Format(message, args);

            this.Connected        = false;
            this.TimeDisconnected = DateTime.Now;
            var rpc = new BinarySenderStub(this.Socket, State.Instance.Handler);

            rpc.Kick(mess);
            //Socket.Disconnect();
            Disconnect(report);
            if (SaidHello)
            {
                new Broadcaster(State.Instance.Handler)
                .Error(string.Format(L.D.ServerMessage__PlayerKicked, Nick, mess));
            }
            SaidHello = false;
        }
Exemple #7
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        public void HelloAgain(byte pid, string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId, Version gameVer, string password)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, false)) return;
            // Make sure the pid is one that exists
            var pi = State.Instance.GetPlayer(pid);
            if (pi == null)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__CanNotReconnectFirstTimeConnecting);
                return;
            }

            // Make sure the pkey matches the pkey for the pid
            if (pi.Pkey != pkey)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__PublicKeyDoesNotMatch);
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            pi.Rpc = senderRpc;

            string software = client + " (" + clientVer + ')';

            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            pi.SaidHello = true;
            // welcome the player and assign them their side
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, true);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable, pi.IsSpectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable, pi.IsSpectator);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable, player.IsSpectator);
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable, _gameSettings.AllowSpectators, _gameSettings.MuteSpectators);
            foreach (PlayerInfo player in State.Instance.Players)
                senderRpc.PlayerSettings(player.Id, player.InvertedTable, player.IsSpectator);
            // Add it to our lists
            pi.Connected = true;
            pi.ResetSocket(_sender);
            pi.Connected = true;
            State.Instance.UpdateDcPlayer(pi.Nick, false);
            _broadcaster.RefreshTypes();
            senderRpc.Start();
        }
Exemple #8
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        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
                          Version gameVer)
        {
            // One should say Hello only once
            if (_clients.ContainsKey(_sender))
            {
                _clients[_sender].Rpc.Error("[Hello]You may say hello only once.");
                return;
            }
            // Check if the versions are compatible
#if !DEBUG
            if ((clientVer.Major != ServerVersion.Major || clientVer.Minor != ServerVersion.Minor))
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Incompatible versions. This server is accepting {0}.* clients only.",
                                        ServerVersion.ToString(2)));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached)
                    {
                        Debugger.Break();
                    }
                }
                return;
            }
#endif
            // Check if we accept new players
            if (!_acceptPlayers)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error("No more players are accepted in this game.");
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached)
                    {
                        Debugger.Break();
                    }
                }
                return;
            }
            // Check if the client wants to play the correct game
            if (lGameId != _gameId)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Invalid game. This server is hosting another game (game id: {0}).", _gameId));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached)
                    {
                        Debugger.Break();
                    }
                }
                return;
            }
            // Check if the client's major game version matches ours
            if (gameVer.Major != _gameVersion.Major)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Incompatible game version. This server is hosting game version {0}.", _gameVersion));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached)
                    {
                        Debugger.Break();
                    }
                }
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string       software  = client + " (" + clientVer + ')';
            var          pi        = new PlayerInfo(_playerId++, nick, pkey, senderRpc, software);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in _clients.Values)
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey);
            }
            senderRpc.Welcome(pi.Id);
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            foreach (PlayerInfo player in _players.Values.Where(p => p.InvertedTable))
            {
                senderRpc.PlayerSettings(player.Id, true);
            }
            // Add it to our lists
            _clients.Add(_sender, pi);
            _players.Add(pi.Id, pi);
            _broadcaster.RefreshTypes();
        }
Exemple #9
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 public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid gameId, Version gameVer)
 {
     // One should say Hello only once
     if(clients.ContainsKey(sender))
     {
         clients[sender].rpc.Error("[Hello]You may say hello only once.");
         return;
     }
     // Check if the versions are compatible
     #if !DEBUG
     if(clientVer.Major != ServerVersion.Major || clientVer.Minor != ServerVersion.Minor)
     {
         XmlSenderStub rpc = new XmlSenderStub(sender, this);
         rpc.Error(string.Format("Incompatible versions. This server is accepting {0}.* clients only.", ServerVersion.ToString(2)));
         try { sender.Client.Close(); sender.Close(); }
         catch { }
         return;
     }
     #endif
     // Check if we accept new players
     if(!acceptPlayers)
     {
         XmlSenderStub rpc = new XmlSenderStub(sender, this);
         rpc.Error("No more players are accepted in this game.");
         try { sender.Client.Close(); sender.Close(); }
         catch { }
         return;
     }
     // Check if the client wants to play the correct game
     if(gameId != this.gameId)
     {
         XmlSenderStub rpc = new XmlSenderStub(sender, this);
         rpc.Error(string.Format("Invalid game. This server is hosting another game (game id: {0}).", this.gameId));
         try { sender.Client.Close(); sender.Close(); }
         catch { }
         return;
     }
     // Check if the client's major game version matches ours
     if(gameVer.Major != this.gameVersion.Major)
     {
         XmlSenderStub rpc = new XmlSenderStub(sender, this);
         rpc.Error(string.Format("Incompatible game version. This server is hosting game version {0:3}.", this.gameVersion));
         try { sender.Client.Close(); sender.Close(); }
         catch { }
         return;
     }
     // Create the new endpoint
     IClientCalls senderRpc = new XmlSenderStub(sender, this);
     string software = client + " (" + clientVer.ToString() + ')';
     PlayerInfo pi = new PlayerInfo(playerId++, nick, pkey, senderRpc, software);
     // Check if one can switch to binary mode
     if(client == ServerName)
     {
         pi.rpc.Binary(); pi.rpc = senderRpc = new BinarySenderStub(sender, this);
         pi.binary = true;
     }
     // Notify everybody of the newcomer
     broadcaster.NewPlayer(pi.id, nick, pkey);
     // Add everybody to the newcomer
     foreach(PlayerInfo player in clients.Values)
         senderRpc.NewPlayer(player.id, player.nick, player.pkey);
     senderRpc.Welcome(pi.id);
     // Notify the newcomer of some shared settings
     senderRpc.Settings(gameSettings.UseTwoSidedTable);
     foreach(PlayerInfo player in players.Values.Where(p => p.invertedTable))
         senderRpc.PlayerSettings(player.id, true);
     // Add it to our lists
     clients.Add(sender, pi);
     players.Add(pi.id, pi);
     broadcaster.RefreshTypes();
 }
Exemple #10
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        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
                          Version gameVer, string password, bool spectator)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, spectator)) return;
            if (spectator && State.Instance.Engine.Game.Spectators == false)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__SpectatorsNotAllowed);
                return;
            }
            // Check if we accept new players
            if (!_acceptPlayers && spectator == false)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__GameStartedNotAcceptingNewPlayers);
                return;
            }
            State.Instance.HasSomeoneJoined = true;
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string software = client + " (" + clientVer + ')';
            var pi = State.Instance.GetClient(_sender);
            pi.Setup(_playerId++, nick, pkey, senderRpc, software, spectator);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // decide players side of table; before saying hello so new player not included
            short aPlayers = (short)State.Instance.Players.Count(x => !x.InvertedTable);
            short bPlayers = (short)State.Instance.Players.Count(x => x.InvertedTable);
            if (aPlayers > bPlayers) pi.InvertedTable = true;
            if (spectator)
                pi.InvertedTable = false;

            pi.SaidHello = true;
            // Welcome newcomer and asign them their side 
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, _gameStarted);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable, pi.IsSpectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable, spectator);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable, player.IsSpectator);
            // Notify the newcomer of table sides
            senderRpc.Settings(_gameSettings.UseTwoSidedTable, _gameSettings.AllowSpectators, _gameSettings.MuteSpectators);
            // Add it to our lists
            _broadcaster.RefreshTypes();
            if (_gameStarted)
            {
                senderRpc.Start();
            }
            else
            {
                if (State.Instance.Engine.IsLocal != false) return;
                var mess = new GameMessage();
                // don't send if we join our own room...that'd be annoying
                if (nick.Equals(State.Instance.Engine.Game.HostUserName, StringComparison.InvariantCultureIgnoreCase)) return;
                mess.Message = string.Format("{0} has joined your game", nick);
                mess.Sent = DateTime.Now;
                mess.SessionId = State.Instance.Engine.Game.Id;
                mess.Type = GameMessageType.Event;
                new Octgn.Site.Api.ApiClient().GameMessage(State.Instance.Engine.ApiKey, mess);
            }
        }
Exemple #11
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        public void HelloAgain(byte pid, string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,Version gameVer, string password)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, false)) return;

            // Make sure the pid is one that exists
            var pi = State.Instance.GetPlayer(pid);
            if (pi == null)
            {
                ErrorAndCloseConnection("You can't reconnect, because you've never connected in the first place.");
                return;
            }

            // Make sure the pkey matches the pkey for the pid
            if (pi.Pkey != pkey)
            {
                ErrorAndCloseConnection("The public key you sent does not match the one on record.");
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            pi.Rpc = senderRpc;

            string software = client + " (" + clientVer + ')';

            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            pi.SaidHello = true;
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, true);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x=>x.Id != pi.Id))
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey);
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            foreach (PlayerInfo player in State.Instance.Players)
                senderRpc.PlayerSettings(player.Id, player.InvertedTable);
            // Add it to our lists
            pi.Connected = true;
            pi.ResetSocket(_sender);
            pi.Connected = true;
            _broadcaster.RefreshTypes();
            senderRpc.Start();
        }
Exemple #12
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 internal void Kick(bool report, string message, params object[] args)
 {
     var mess = string.Format(message, args);
     this.Connected = false;
     this.TimeDisconnected = DateTime.Now;
     var rpc = new BinarySenderStub(this.Socket,State.Instance.Handler);
     rpc.Kick(mess);
     //Socket.Disconnect();
     Disconnect(report);
     if (SaidHello)
     {
         new Broadcaster(State.Instance.Handler)
             .Error(string.Format(L.D.ServerMessage__PlayerKicked, Nick, mess));
     }
     SaidHello = false;
 }
Exemple #13
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        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
                          Version gameVer, string password, bool spectator)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, spectator))
            {
                return;
            }
            if (spectator && State.Instance.Engine.Game.Spectators == false)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__SpectatorsNotAllowed);
                return;
            }
            // Check if we accept new players
            if (!_acceptPlayers && spectator == false)
            {
                ErrorAndCloseConnection(L.D.ServerMessage__GameStartedNotAcceptingNewPlayers);
                return;
            }
            State.Instance.HasSomeoneJoined = true;
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string       software  = client + " (" + clientVer + ')';
            var          pi        = State.Instance.GetClient(_sender);

            pi.Setup(_playerId++, nick, pkey, senderRpc, software, spectator);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // decide players side of table; before saying hello so new player not included
            short aPlayers = (short)State.Instance.Players.Count(x => !x.InvertedTable);
            short bPlayers = (short)State.Instance.Players.Count(x => x.InvertedTable);

            if (aPlayers > bPlayers)
            {
                pi.InvertedTable = true;
            }
            if (spectator)
            {
                pi.InvertedTable = false;
            }

            pi.SaidHello = true;
            // Welcome newcomer and asign them their side
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, _gameStarted);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable, pi.IsSpectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable, spectator);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable, player.IsSpectator);
            }
            // Notify the newcomer of table sides
            senderRpc.Settings(_gameSettings.UseTwoSidedTable, _gameSettings.AllowSpectators, _gameSettings.MuteSpectators);
            // Add it to our lists
            _broadcaster.RefreshTypes();
            if (_gameStarted)
            {
                senderRpc.Start();
            }
            else
            {
                if (State.Instance.Engine.IsLocal != false)
                {
                    return;
                }
                var mess = new GameMessage();
                // don't send if we join our own room...that'd be annoying
                if (nick.Equals(State.Instance.Engine.Game.HostUserName, StringComparison.InvariantCultureIgnoreCase))
                {
                    return;
                }
                mess.Message   = string.Format("{0} has joined your game", nick);
                mess.Sent      = DateTime.Now;
                mess.SessionId = State.Instance.Engine.Game.Id;
                mess.Type      = GameMessageType.Event;
                new Octgn.Site.Api.ApiClient().GameMessage(State.Instance.Engine.ApiKey, mess);
            }
        }
Exemple #14
0
        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
            Version gameVer, string password)
        {
            // One should say Hello only once
            if (_clients.ContainsKey(_sender))
            {
                _clients[_sender].Rpc.Error("[Hello]You may say hello only once.");
                return;
            }

            // Verify password
            if (!string.IsNullOrWhiteSpace(_password))
            {
                if (!password.Equals(_password))
                {
                    var rpc = new BinarySenderStub(_sender, this);
                    rpc.Error("The password you entered was incorrect.");
                    try
                    {
                        _sender.Client.Close();
                        _sender.Close();
                    }
                    catch (Exception e)
                    {
                        Debug.WriteLine(e);
                        if (Debugger.IsAttached) Debugger.Break();
                    }
                    return;
                }
            }

            // Check if the versions are compatible
            #if(!DEBUG)
            if(clientVer.CompareTo(ServerVersion) < 0)
            //if ((clientVer.Major != ServerVersion.Major || clientVer.Minor != ServerVersion.Minor))
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Your version of OCTGN isn't compatible with this game server. This server is accepting {0} or greater clients only. Your current version is {1}. You should update.",
                                        ServerVersion, clientVer));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached) Debugger.Break();
                }
                return;
            }
            #endif
            // Check if we accept new players
            if (!_acceptPlayers)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error("No more players are accepted in this game.");
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached) Debugger.Break();
                }
                return;
            }
            // Check if the client wants to play the correct game
            if (lGameId != _gameId)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Invalid game. This server is hosting another game (game id: {0}).", _gameId));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached) Debugger.Break();
                }
                return;
            }
            // Check if the client's major game version matches ours
            if (gameVer.Major != _gameVersion.Major)
            {
                var rpc = new BinarySenderStub(_sender, this);
                rpc.Error(string.Format("Incompatible game version. This server is hosting game version {0}.",_gameVersion));
                try
                {
                    _sender.Client.Close();
                    _sender.Close();
                }
                catch (Exception e)
                {
                    Debug.WriteLine(e);
                    if (Debugger.IsAttached) Debugger.Break();
                }
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string software = client + " (" + clientVer + ')';
            var pi = new PlayerInfo(_playerId++, nick, pkey, senderRpc, software);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in _clients.Values)
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey);
            senderRpc.Welcome(pi.Id);
            // Notify the newcomer of some shared settings
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            foreach (PlayerInfo player in _players.Values.Where(p => p.InvertedTable))
                senderRpc.PlayerSettings(player.Id, true);
            // Add it to our lists
            _clients.Add(_sender, pi);
            _players.Add(pi.Id, pi);
            _broadcaster.RefreshTypes();
        }
Exemple #15
0
        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
                          Version gameVer, string password, bool spectator)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, spectator))
            {
                return;
            }
            if (spectator && State.Instance.Engine.Game.Spectators == false)
            {
                ErrorAndCloseConnection("This game doesn't allow for spectators.");
                return;
            }
            // Check if we accept new players
            if (!_acceptPlayers && spectator == false)
            {
                ErrorAndCloseConnection("This game is already started and is no longer accepting new players.");
                return;
            }
            State.Instance.HasSomeoneJoined = true;
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string       software  = client + " (" + clientVer + ')';
            var          pi        = State.Instance.GetClient(_sender);

            pi.Setup(_playerId++, nick, pkey, senderRpc, software, spectator);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc    = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // decide players side of table; before saying hello so new player not included
            short aPlayers = (short)State.Instance.Players.Count(x => !x.InvertedTable);
            short bPlayers = (short)State.Instance.Players.Count(x => x.InvertedTable);

            if (aPlayers > bPlayers)
            {
                pi.InvertedTable = true;
            }

            pi.SaidHello = true;
            // Welcome newcomer and asign them their side
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, _gameStarted);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable, pi.IsSpectator);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable, spectator);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
            {
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable, player.IsSpectator);
            }
            // Notify the newcomer of table sides
            senderRpc.Settings(_gameSettings.UseTwoSidedTable, _gameSettings.AllowSpectators, _gameSettings.MuteSpectators);
            // Add it to our lists
            _broadcaster.RefreshTypes();
            if (_gameStarted)
            {
                senderRpc.Start();
            }
        }
Exemple #16
0
        public void Hello(string nick, ulong pkey, string client, Version clientVer, Version octgnVer, Guid lGameId,
            Version gameVer, string password,bool spectator)
        {
            if (!ValidateHello(nick, pkey, client, clientVer, octgnVer, lGameId, gameVer, password, spectator)) return;
            // Check if we accept new players
            if (!_acceptPlayers)
            {
                ErrorAndCloseConnection("This game is already started and is no longer accepting new players.");
                return;
            }
            // Create the new endpoint
            IClientCalls senderRpc = new BinarySenderStub(_sender, this);
            string software = client + " (" + clientVer + ')';
            var pi = State.Instance.GetClient(_sender);
            pi.Setup(_playerId++, nick, pkey, senderRpc, software,spectator);
            // Check if one can switch to Binary mode
            if (client == ServerName)
            {
                pi.Rpc.Binary();
                pi.Rpc = senderRpc = new BinarySenderStub(_sender, this);
                pi.Binary = true;
            }
            // decide players side of table; before saying hello so new player not included
            short aPlayers = (short)State.Instance.Players.Count(x => !x.InvertedTable);
            short bPlayers = (short)State.Instance.Players.Count(x => x.InvertedTable);
            if (aPlayers > bPlayers) pi.InvertedTable = true;

            pi.SaidHello = true;
            // Welcome newcomer and asign them their side
            senderRpc.Welcome(pi.Id, State.Instance.Engine.Game.Id, _gameStarted || spectator);
            senderRpc.PlayerSettings(pi.Id, pi.InvertedTable);
            // Notify everybody of the newcomer
            _broadcaster.NewPlayer(pi.Id, nick, pkey, pi.InvertedTable);
            // Add everybody to the newcomer
            foreach (PlayerInfo player in State.Instance.Players.Where(x => x.Id != pi.Id))
                senderRpc.NewPlayer(player.Id, player.Nick, player.Pkey, player.InvertedTable);
            // Notify the newcomer of table sides
            senderRpc.Settings(_gameSettings.UseTwoSidedTable);
            // Add it to our lists
            _broadcaster.RefreshTypes();
            if(_gameStarted || spectator)
                senderRpc.Start();
        }
Exemple #17
0
 internal void Kick(string message, params object[] args)
 {
     var mess = string.Format(message, args);
     this.Connected = false;
     this.TimeDisconnected = DateTime.Now;
     var rpc = new BinarySenderStub(this.Socket,State.Instance.Handler);
     rpc.Kick(mess);
     Socket.Disconnect();
     if (SaidHello)
     {
         new Broadcaster(State.Instance.Handler)
             .Error(string.Format("Player {0} was kicked: {1}", Nick, mess));
     }
     SaidHello = false;
 }