/// <summary>Receives a clients new status, all other clients in the lobby are informed of the new status. This
        /// function calls CheckLobbyReady() when a status changes.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerReadyChange" packet.</remarks>
        public static void ClientStatus(int clientID, Packet packet)
        {
            int id  = packet.ReadInt();
            int msg = packet.ReadInt();

            var player = GameServer.connectedClients[id];

            switch (msg)
            {
            case 0:
                Console.WriteLine(player.UserName + Constants.NOT_READY);
                break;

            case 1:
                Console.WriteLine(player.UserName + Constants.READY);
                break;

            case 2:
                Console.WriteLine(player.UserName + Constants.IN_GAME);
                break;
            }

            player.Status = msg;
            PacketSend.PlayerReadyChange(player.LobbyID, id, msg);

            CheckLobbyReady(player);
            ValidatePlayerID(clientID, id);
        }
        /// <summary>Reconnects the client to the server by sending them a new welcome verification.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "WelcomeVerification" packet.</remarks>
        public static void ClientReconnect(int clientID, Packet packet)
        {
            int id = packet.ReadInt();

            PacketSend.WelcomeVerification(id);

            ValidatePlayerID(clientID, id);
        }
 /// <summary>Checks if the entire lobby is ready, if it is, then start the game.</summary>
 /// <param name="player">The player.</param>
 /// <remarks>This function sends a "StartGame" packet.</remarks>
 private static void CheckLobbyReady(GameClientInstance player)
 {
     if (GameServer.CountReadyPlayers(player.LobbyID) == (GameServer.MaxPlayers / 4))
     {
         PacketSend.StartGame(player.LobbyID);
         Console.WriteLine(Constants.GAME_STARTED + GameServer.openLobbies[player.LobbyID].Name);
     }
 }
        /// <summary>Receives a clients 'gameover'. All other clients in the lobby are notified of this.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerGameOver" packet.</remarks>
        public static void ClientGameOver(int clientID, Packet packet)
        {
            int  id  = packet.ReadInt();
            bool msg = packet.ReadBool();

            PacketSend.PlayerGameOver(GameServer.connectedClients[id].LobbyID, id, msg);

            ValidatePlayerID(clientID, id);
        }
        /// <summary>Receives a clients score. All other clients in the lobby are notified of this.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerScore" packet.</remarks>
        public static void ClientScore(int clientID, Packet packet)
        {
            int id  = packet.ReadInt();
            int msg = packet.ReadInt();

            PacketSend.PlayerScore(GameServer.connectedClients[id].LobbyID, id, msg);

            ValidatePlayerID(clientID, id);
        }
        /// <summary>Receives a clients encoded grid. All other clients in the lobby are notified of this.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerGrid" packet.</remarks>
        public static void ClientGrid(int clientID, Packet packet)
        {
            int    id  = packet.ReadInt();
            string msg = packet.ReadString();

            PacketSend.PlayerGrid(GameServer.connectedClients[id].LobbyID, id, msg);

            ValidatePlayerID(clientID, id);
        }
        /// <summary>Welcomes the specified client. The client receives all the nessesary server information. Informs other
        /// clients that the player count has changed</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerCountChange" packet.</remarks>
        /// <remarks>This function sends a "LobbyList" packet.</remarks>
        public static void Welcome(int clientID, Packet packet)
        {
            int    id  = packet.ReadInt();
            string msg = packet.ReadString();

            Console.WriteLine(Constants.HANDSHAKE_COMPLETE + msg);
            GameServer.connectedClients[id].UserName = msg;

            PacketSend.PlayerCountChange(id);
            PacketSend.LobbyList();

            ValidatePlayerID(clientID, id);
        }
        /// <summary>On exit, disconnect all players and then join all threads. There is a 3 second delay on exit.</summary>
        /// <param name="sender">The Event Sender, Process</param>
        /// <param name="e">The event argument, OnProcessExit</param>
        private static void OnProcessExit(object sender, EventArgs e)
        {
            isRunning = false;

            if (GameServer.tcpListener != null)
            {
                Console.WriteLine(Constants.SHUTDOWN);

                PacketSend.ServerDisconnect();

                commandThread.Join();
                mainThread.Join();
            }
        }
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        /// <summary>Connects the specified client to the server. Initializes the receive buffer and socket.</summary>
        /// <param name="clientsSocket">The clients socket.</param>
        /// <remarks>This function sends a "WelcomeVerification" packet.</remarks>
        public void Connect(TcpClient clientsSocket)
        {
            socket = clientsSocket;
            socket.ReceiveBufferSize = bufferSize;
            socket.SendBufferSize    = bufferSize;

            byteStream = socket.GetStream();

            dataIn        = new Packet();
            receiveBuffer = new byte[bufferSize];

            byteStream.BeginRead(receiveBuffer, 0, bufferSize, ReceiveCallback, null);

            PacketSend.WelcomeVerification(ID);
        }
        /// <summary>Puts a client into the specified lobby (specified in the packet). The client is not connected if the lobby is full.
        /// If the client is connected, update the lobby list and player list for all other clients.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "PlayerList" packet.</remarks>
        /// <remarks>This function sends a "LobbyList" packet.</remarks>
        public static void ClientLobbyJoin(int clientID, Packet packet)
        {
            int id      = packet.ReadInt();
            int lobbyID = packet.ReadInt();

            var lobby  = GameServer.openLobbies[lobbyID];
            var player = GameServer.connectedClients[id];

            if (!lobby.IsFull)
            {
                player.LobbyID = lobbyID;
                lobby.AddPlayer(player);

                PacketSend.PlayerList(lobbyID);
                PacketSend.LobbyList();
            }

            ValidatePlayerID(clientID, id);
        }
        /// <summary>Disconnect the client from the server, notify other users of this event, and reset the state of this client instance.
        /// If the client was in a lobby, check to see if that lobby is not empty. If so, delete the lobby.</summary>
        /// <param name="clientID">The clients unique ID</param>
        /// <remarks> This function sends a "PlayerList" packet.</remarks>
        /// <remarks> This function sends a "PlayerGameOver" packet.</remarks>
        /// <remarks> This function sends a "LobbyList" packet.</remarks>
        /// <remarks> This function sends a "PlayerCountChange" packet.</remarks>
        public void Disconnect()
        {
            Console.WriteLine(Constants.PLAYER_DISSCONECTED + UserName);
            tcp.Disconnect();

            if (LobbyID != -1)
            {
                PacketSend.PlayerList(LobbyID);
                PacketSend.PlayerGameOver(LobbyID, UID, true);

                GameServer.openLobbies[LobbyID].RemovePlayer(this);
            }

            PacketSend.LobbyList();
            PacketSend.PlayerCountChange(UID);

            UserName = null;
            Status   = 0;
            LobbyID  = -1;
        }
        /// <summary>Creates a lobby as requested by a client. The lobby will not be created if there are already four lobbies.
        /// If the lobby is created, inform all other clients of the new lobby.</summary>
        /// <param name="clientID">The client identifier.</param>
        /// <param name="packet">The incoming packet.</param>
        /// <remarks>This function sends a "LobbyList" packet.</remarks>
        public static void ClientLobbyCreate(int clientID, Packet packet)
        {
            int id = packet.ReadInt();

            var player    = GameServer.connectedClients[id];
            var lobbyList = GameServer.openLobbies;

            if (lobbyList.Count < 4)
            {
                GameLobbyInstance temp = new GameLobbyInstance(id, player);
                lobbyList.Add(id, temp);

                player.LobbyID = id;

                PacketSend.LobbyList();

                Console.WriteLine(player.UserName + Constants.LOBBY_OPENED);
            }

            ValidatePlayerID(clientID, id);
        }