Exemple #1
0
        public bool SendPacket(Socket sck,Packet pck)
        {
            try
            {
                //TODO: id mitsenden
                sck.Send(pck.value);
                return true;
            }

            catch (Exception ex)
            {
                PacketReadFailAttempts++;
                return false;
            }
        }
Exemple #2
0
        public Packet ReadPacket(Socket sck,int length = 128)
        {
            try
            {
                Packet p = new Packet(ReadBuffer(sck, length));
                return p;
            }

            catch (Exception ex)
            {
                //CommandLine.Write("Error while ReadPacket(): " + ex);
                PacketReadFailAttempts++;
                return new Packet(Packets.ERROR);

            }
        }
        private void SendPacket(Socket sck, Packet pck)
        {
            try
            {
                pck.Send(sck);
            }

            catch
            {
                //TODO:PacketReadAttempts++;
            }
        }
Exemple #4
0
        public Packet GetPacketFromNewSocket(PacketInfo pckInfo, Socket sck)
        {
            byte[] buffer = ReadBuffer(sck, 100);
            Packet pck = new Packet(pckInfo, buffer);
            if (pck.byteInfo.ToString() != pckInfo.ToByte().ToString())
            {

                CommandLine.Write("Invalid Packet " + pckInfo.ToString() + " or wrong byteInfo(" + pck.byteInfo + ")", "warning", ConsoleColor.Yellow);
            }
            return pck;
        }
        public void Acceptor()
        {
            try
            {
                while (true)
                {

                    tcpServer.Start();

                    //CommandLine.Write("Ready for Client Connection");

                    TcpClient tcpclient = tcpServer.AcceptTcpClient();

                    NetworkStream stm = tcpclient.GetStream();

                    CommandLine.Write("Got Connection from " + tcpclient.Client.RemoteEndPoint);

                    Packet userdata = new Packet();

                    userdata.Parse(stm);

                    Packet p = new Packet();

                    p["HEADER"] = "test";

                    p[4] = "lol";

                    p[false] = true;

                    p["testmessage"] = "message";

                    p.Build(stm);

                    CommandLine.Write("[STX]" + (string)userdata[5] + "[ETX]");
                    CommandLine.Write("[STX]" + (string)userdata[true] + "[ETX]");
                    if((bool)userdata[true])
                    {
                        CommandLine.Write("succes");
                    }
                    if (!CheckIfUserDataIsValid((string)userdata["username"], (string)userdata["password"]))
                    {

                        //mysql abfrage spieler und id bekommen(hier ist es 1)
                        CommandLine.Write((string)userdata["username"] + " failed to login ");

                    }
                    //mysql abfrage spieler und id bekommen(hier ist es 1)

                    else
                    {
                        CommandLine.Write((string)userdata["username"] + " logged in");

                        int lID = 0;
                        //prüfen welche ID verfügbar ist

                        for (int i = 0; i < PlayerQueue.Length; i++)
                        {
                            if (PlayerQueue[i] == null)
                            {
                                lID = i;
                                break;
                            }

                            else if (i == maxPlayers)
                            {
                                CommandLine.Write("max player reached");
                                return;
                            }

                            else CommandLine.Write("shit");

                        }

                        PlayerQueue[lID] = new Player();

                        //PlayerQueue[lID].PlayerSocket = sck;

                        //die globale id wird aus dem dantenbank index verwendet
                        //TODO:überlegen ob gID key oder wert der Property globalID sein soll
                        PlayerQueue[lID].ID = 2;

                        int gID = 0;
                        for (int i = 0; i < Player.Length; i++)
                        {
                            if (Player[i] == null)
                            {
                                gID = i;
                                break;
                            }

                            else if (i == maxPlayers)
                            {
                                CommandLine.Write("max player reached");
                                return;
                            }

                            else CommandLine.Write("shit");

                        }

                        //TODO: der Spieler befindet sich nun auf der login seite und wählt aus das spiel zu starten
                        try
                        {
                            //die globale spieler id als arrayindex verwenden

                            if (PlayerQueue[lID].isConnected)
                            {
                                CommandLine.Write("moving client from LoginServer to GameServer: " + PlayerQueue[lID].PlayerSocket.RemoteEndPoint+"\n Player ID: "+gID);

                                //den spieler aus der warteschlange zu den spielern hinzufügen
                                Player[gID] = PlayerQueue[lID];
                                Player[gID].MaxReadAttempts = MaxReadAttempts;
                                //den spieler aus der warteschlange löschen
                                DeletePlayerFromQueue(lID);

                                //die methode der plugins wenn ein spieler in das spiel eintritt wird aufgerufen
                                pManager.RunCommand("penis.123");

                                //thread für den neuen spieler erstellen
                                Player[gID].EventHandler = new Thread(new ThreadStart(delegate { EventHandler(gID); }));
                                Player[gID].RecieverThread = new Thread(new ThreadStart(delegate { Reciever(gID); }));

                                //UND HIER WID DANN EIN NEUER THREAD FÜR DEN SPIELER GESTARTET :DDDDDD
                                Player[gID].EventHandler.Start();
                                Player[gID].RecieverThread.Start();

                            }

                            else
                            {
                                CommandLine.Write("client lost connection: " + Player[lID].PlayerSocket.RemoteEndPoint + "\n Player ID: " + lID);

                                //den spieler aus der warteschlange entfernen
                                DeletePlayerFromQueue(lID);

                            }
                        }
                        catch (Exception ex)
                        {
                            //CommandLine.Write("No players connected");
                        }
                    }

                }

            }

            catch (Exception ex)
            {

                CommandLine.Write("Error in Acceptor() maybe there is another Server on this Port " + serverPort + ": " + ex.Message+"\n\r"+ex.StackTrace, "error", ConsoleColor.Red);
                Console.ResetColor();
            }
        }