Esempio n. 1
0
        public static void RemoveUnused <T>(this Array16 <T> arr, uint id)
        {
            ushort[]  unusedItems      = (ushort[])arr.GetType().GetField("m_unusedItems", AccessTools.all).GetValue(arr);
            FieldInfo unusedCountField = arr.GetType().GetField("m_unusedCount", AccessTools.all);
            uint      unusedCount      = (uint)unusedCountField.GetValue(arr);

            uint expectedPos = (uint)id - 1;

            // Special case, when array was modified (search for the id)
            if (unusedItems[expectedPos] != id)
            {
                bool found = false;
                for (uint num = 0; num <= unusedCount; num++)
                {
                    if (unusedItems[num] == id)
                    {
                        expectedPos = num;
                        found       = true;
                        break;
                    }
                }

                if (!found)
                {
                    // The arrays are no longer in sync
                    CSM.Log("Error: Received id already in use. Please restart the multiplayer session!");
                    return;
                }
            }

            unusedItems[expectedPos] = unusedItems[--unusedCount];

            unusedCountField.SetValue(arr, unusedCount);
        }
Esempio n. 2
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        /// <summary>
        ///     Stops the server
        /// </summary>
        public void StopServer()
        {
            // Update status and stop the server
            Status = ServerStatus.Stopped;
            NetServer.Stop();

            CSM.Log("Stopped server");
        }
Esempio n. 3
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 private void button2_Click(object sender, EventArgs e)
 {
     CSC.ResetText();
     CSM.ResetText();
     DNTT.ResetText();
     TT.ResetText();
     TTCV.ResetText();
 }
Esempio n. 4
0
        /// <summary>
        ///     When we get a message from the server, we handle the message here
        ///     and perform any necessary tasks.
        /// </summary>
        private void ListenerOnNetworkReceiveEvent(NetPeer peer, NetDataReader reader)
        {
            try
            {
                // The message type is the first byte, (255 message types)
                var messageType = reader.Data[0];

                // Skip the first byte
                var message = reader.Data.Skip(1).ToArray();

                // Switch between all the messages
                switch (messageType)
                {
                case CommandBase.ConnectionResultCommandId:
                    // We only want this message while connecting
                    if (Status != ClientStatus.Connecting)
                    {
                        break;
                    }

                    // Get the result
                    var connectionResult = ConnectionResultCommand.Deserialize(message);

                    if (connectionResult.Success)
                    {
                        // Log and set that we are connected.
                        CSM.Log($"Successfully connected to server at {peer.EndPoint.Host}:{peer.EndPoint.Port}.");
                        Status = ClientStatus.Connected;
                    }
                    else
                    {
                        CSM.Log($"Could not connect to server at {peer.EndPoint.Host}:{peer.EndPoint.Port}. Disconnecting... Error Message: {connectionResult.Reason}");
                        ConnectionMessage = $"Could not connect to server at {peer.EndPoint.Host}:{peer.EndPoint.Port}. Disconnecting... Error Message: {connectionResult.Reason}";
                        Disconnect();
                    }
                    break;

                // Handle ping commands by returning the ping
                case CommandBase.PingCommandId:
                    // Update the last server ping
                    _lastServerPing = DateTime.UtcNow;
                    // Send back a ping event
                    peer.Send(ArrayHelpers.PrependByte(CommandBase.PingCommandId, new PingCommand().Serialize()), SendOptions.ReliableOrdered);
                    break;

                case CommandBase.SimulationCommandID:
                    var simulation = SimulationCommand.Deserialize(message);

                    SimulationManager.instance.SimulationPaused        = simulation.SimulationPaused;
                    SimulationManager.instance.SelectedSimulationSpeed = simulation.SelectedSimulationSpeed;
                    break;
                }
            }
            catch (Exception ex)
            {
                CSM.Log($"Received an error from {peer.EndPoint.Host}:{peer.EndPoint.Port}. Message: {ex.Message}");
            }
        }
Esempio n. 5
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        public void Init()
        {
            // Initialize the CSM with the context (in this case the critter whose states we're managing)
            _csm = new CSM <PageState, Pages>(this);

            //initiate  the propertyEnum and all the behavior state
            _csm.Init <PageStatesList>(_propertyEnums);
            //pull saved infos
        }
Esempio n. 6
0
        /// <summary>
        ///     Starts the server with the specified config options
        /// </summary>
        /// <param name="serverConfig">Server config information</param>
        /// <returns>If the server has started.</returns>
        public bool StartServer(ServerConfig serverConfig)
        {
            // If the server is already running, we will stop and start it again
            if (Status == ServerStatus.Running)
            {
                StopServer();
            }

            // Set the config
            Config = serverConfig;

            // Let the user know that we are trying to start the server
            CSM.Log($"Attempting to start server on port {Config.Port}...");

            // Attempt to start the server
            _netServer.DiscoveryEnabled = true;
            var result = _netServer.Start(Config.Port);

            // If the server has not started, tell the user and return false.
            if (!result)
            {
                CSM.Log("The server failed to start.");
                StopServer(); // Make sure the server is fully stopped
                return(false);
            }

            try
            {
                // This async stuff is nasty, but we have to target .net 3.5 (unless cities skylines upgrades to something higher).
                var nat = new NatDiscoverer();
                var cts = new CancellationTokenSource();
                cts.CancelAfter(5000);

                nat.DiscoverDeviceAsync(PortMapper.Upnp, cts).ContinueWith(task => task.Result.CreatePortMapAsync(new Mapping(Protocol.Udp, Config.Port,
                                                                                                                              Config.Port, "Cities Skylines Multiplayer (UDP)"))).Wait();
            }
            catch (Exception e)
            {
                CSM.Log("Failed to automatically open port. Manual Port Forwarding is required. " + e.Message);
            }

            // Update the status
            Status = ServerStatus.Running;

            // Set up processing thread
            _serverProcessingThread = new Thread(ProcessEvents);
            _serverProcessingThread.Start();

            // Initialize host player
            _hostPlayer = new Player(Config.Username);
            MultiplayerManager.Instance.PlayerList.Add(_hostPlayer.Username);

            // Update the console to let the user know the server is running
            CSM.Log("The server has started.");
            return(true);
        }
Esempio n. 7
0
        /// <summary>
        ///     Stops the server
        /// </summary>
        public void StopServer()
        {
            // Update status and stop the server
            Status = ServerStatus.Stopped;
            _netServer.Stop();

            MultiplayerManager.Instance.PlayerList.Clear();

            CSM.Log("Stopped server");
        }
Esempio n. 8
0
        /// <summary>
        ///     Attempt to disconnect from the server
        /// </summary>
        /// <returns></returns>
        public void Disconnect()
        {
            // Update status and stop client
            Status = ClientStatus.Disconnected;
            NetClient.Stop();

            _pingTimer.Stop();

            CSM.Log("Disconnected from server.");
        }
Esempio n. 9
0
 /// <summary>
 ///     When we get a message from the server, we handle the message here
 ///     and perform any necessary tasks.
 /// </summary>
 private void ListenerOnNetworkReceiveEvent(NetPeer peer, NetDataReader reader)
 {
     try
     {
         Command.ParseOnClient(reader.Data);
     }
     catch (Exception ex)
     {
         CSM.Log($"Encountered an error from {peer.EndPoint.Host}:{peer.EndPoint.Port} while reading command. Message: {ex.Message}");
     }
 }
Esempio n. 10
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        private void OnConnectButtonClick(UIComponent uiComponent, UIMouseEventParameter eventParam)
        {
            _connectionStatus.textColor = new Color32(255, 255, 0, 255);
            _connectionStatus.text      = "Connecting...";

            if (string.IsNullOrEmpty(_portField.text) || string.IsNullOrEmpty(_ipAddressField.text))
            {
                _connectionStatus.textColor = new Color32(255, 0, 0, 255);
                _connectionStatus.text      = "Invalid Port or IP";
                return;
            }

            if (string.IsNullOrEmpty(_nameField.text))
            {
                _connectionStatus.textColor = new Color32(255, 0, 0, 255);
                _connectionStatus.text      = "Invalid Username";
                return;
            }

            if (!int.TryParse(_portField.text, out var port))
            {
                _connectionStatus.textColor = new Color32(255, 0, 0, 255);
                _connectionStatus.text      = "Invalid Port";
                return;
            }

            if (MultiplayerManager.Instance.CurrentRole == MultiplayerRole.Server)
            {
                _connectionStatus.textColor = new Color32(255, 0, 0, 255);
                _connectionStatus.text      = "Already Running Server";
                return;
            }

            // Try connect and get the result
            MultiplayerManager.Instance.ConnectToServer(_ipAddressField.text, port, _nameField.text, _passwordField.text, (success) =>
            {
                Singleton <SimulationManager> .instance.m_ThreadingWrapper.QueueMainThread(() =>
                {
                    if (!success)
                    {
                        _connectionStatus.textColor = new Color32(255, 0, 0, 255);
                        _connectionStatus.text      = MultiplayerManager.Instance.CurrentClient.ConnectionMessage;
                        CSM.Log(MultiplayerManager.Instance.CurrentClient.ConnectionMessage);
                    }
                    else
                    {
                        _connectionStatus.text = "";
                        CSM.Log("Connected!");

                        isVisible = false;
                    }
                });
            });
        }
Esempio n. 11
0
        /// <summary>
        /// This method is used to extract the command type from an incoming message
        /// and return the matching handler object.
        /// </summary>
        /// <param name="msg">The incoming byte array including the command type byte.</param>
        /// <param name="handler">This returns the command handler object. May be null if the command was not found.</param>
        /// <param name="message">This returns the message byte array without the command type byte.</param>
        public static void Parse(byte[] msg, out CommandHandler handler, out byte[] message)
        {
            // The message type is the first byte, (255 message types)
            byte messageType = msg[0];

            // Skip the first byte
            message = msg.Skip(1).ToArray();

            if (!_handlerMapping.TryGetValue(messageType, out handler))
            {
                CSM.Log($"Command {messageType} not found!");
                return;
            }
        }
Esempio n. 12
0
    //------------------

    public void AlCambiarValor()
    {
        Mision[] Iconos_Misiones = GameObject.FindObjectsOfType(typeof(Mision)) as Mision[];
        foreach (Mision CSM in Iconos_Misiones)
        {
            if (CSM.LevelPromedio > (_NumeroFinalMisiones - 5) && CSM.LevelPromedio <= _NumeroFinalMisiones && !CSM.name.Contains("InformacionGuardada"))
            {
                bool activar = this.GetComponent <Toggle>().isOn;
                if (!CSM.SoldadoEnCamino)
                {
                    CSM.Ocultar(activar);
                }
            }
        }
    }
Esempio n. 13
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        /// <summary>
        ///     Check if we are still conencted to the server
        /// </summary>
        private void OnPing(object sender, System.Timers.ElapsedEventArgs e)
        {
            // Client not connected, don't worry about this code
            if (Status == ClientStatus.Disconnected)
            {
                return;
            }

            // If we have not heard from the server in 5 seconds, it's probably gone
            // for now, we just disconnect. In the future we should try reconnecting and
            // displaying a UI.
            if (DateTime.UtcNow - _lastServerPing >= TimeSpan.FromSeconds(5))
            {
                CSM.Log("Client lost connection with the server (time out, last ping > 5 seconds). Disconnecting...");
                Disconnect();
            }
        }
Esempio n. 14
0
        /// <summary>
        /// This method is used parse an incoming message on the server
        /// and execute the appropriate actions.
        /// </summary>
        /// <param name="msg">The incoming byte array including the command type byte.</param>
        /// <param name="player">The player object of the sending client. May be null if the sender is not known.</param>
        public static void ParseOnServer(byte[] msg, Player player)
        {
            Parse(msg, out CommandHandler handler, out byte[] message);

            if (handler == null)
            {
                return;
            }

            // Make sure we know about the connected client
            if (player == null)
            {
                CSM.Log($"Client tried to send packet {handler.GetType().Name} but never joined with a ConnectionRequestCommand packet. Ignoring...");
                return;
            }

            handler.ParseOnServer(message, player);
        }
Esempio n. 15
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        private void ListenerOnPeerDisconnectedEvent(NetPeer peer, DisconnectInfo disconnectInfo)
        {
            if (Status == ClientStatus.Connecting)
            {
                ConnectionMessage = "Failed to connect!";
            }
            else
            {
                switch (disconnectInfo.Reason)
                {
                case DisconnectReason.Timeout:
                    CSM.Log($"Timed out!");
                    break;

                case DisconnectReason.DisconnectPeerCalled:
                    CSM.Log($"Disconnected!");
                    break;

                case DisconnectReason.RemoteConnectionClose:
                    CSM.Log($"Server closed!");
                    break;

                default:
                    CSM.Log($"Connection lost!");
                    break;
                }
            }

            // If Disconnect was already called, don't do it again
            if (Status == ClientStatus.Disconnected)
            {
                return;
            }

            if (Status == ClientStatus.Connected)
            {
                Disconnect();
            }

            // In the case of ClientStatus.Connecting, this also ends the wait loop
            Status = ClientStatus.Disconnected;
        }
Esempio n. 16
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        public override void HandleOnClient(ConnectionResultCommand command)
        {
            // We only want this message while connecting
            if (MultiplayerManager.Instance.CurrentClient.Status != ClientStatus.Connecting)
            {
                return;
            }

            // If we are allowed to connect
            if (command.Success)
            {
                // Log and set that we are connected.
                CSM.Log($"Successfully connected to server.");
                MultiplayerManager.Instance.CurrentClient.Status = ClientStatus.Connected;
            }
            else
            {
                CSM.Log($"Could not connect: {command.Reason}");
                MultiplayerManager.Instance.CurrentClient.ConnectionMessage = $"Could not connect: {command.Reason}";
                MultiplayerManager.Instance.CurrentClient.Disconnect();
            }
        }
Esempio n. 17
0
        /// <summary>
        ///     When we get a message from a client, we handle the message here
        ///     and perform any necessary tasks.
        /// </summary>
        private void ListenerOnNetworkReceiveEvent(NetPeer peer, NetDataReader reader)
        {
            try
            {
                // Handle ConnectionRequest as special case
                if (reader.Data[0] == 0)
                {
                    Command.Parse(reader.Data, out CommandHandler handler, out byte[] message);
                    ConnectionRequestHandler requestHandler = (ConnectionRequestHandler)handler;
                    requestHandler.HandleOnServer(message, peer);
                    return;
                }

                this.ConnectedPlayers.TryGetValue(peer.ConnectId, out Player player);

                Command.ParseOnServer(reader.Data, player);
            }
            catch (Exception ex)
            {
                CSM.Log($"Encountered an error from {peer.EndPoint.Host}:{peer.EndPoint.Port} while reading command. Message: {ex.Message}");
            }
        }
Esempio n. 18
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        /// <summary>
        ///     When we get a message from a client, we handle the message here
        ///     and perform any necessary tasks.
        /// </summary>
        private void ListenerOnNetworkReceiveEvent(NetPeer peer, NetDataReader reader)
        {
            try
            {
                // The message type is the first byte, (255 message types)
                var messageType = reader.Data[0];

                // Skip the first byte
                var message = reader.Data.Skip(1).ToArray();

                // Switch between all the messages
                switch (messageType)
                {
                case CommandBase.ConnectionRequestCommandId:

                    var connectionResult = Commands.ConnectionRequestCommand.Deserialize(message);

                    CSM.Log($"Connection request from {peer.EndPoint.Host}:{peer.EndPoint.Port}. Version: {connectionResult.GameVersion}, ModCount: {connectionResult.ModCount}, ModVersion: {connectionResult.ModVersion}");

                    // TODO, check these values, but for now, just accept the request.
                    SendToClient(peer, CommandBase.ConnectionResultCommandId, new ConnectionResultCommand {
                        Success = true
                    });
                    break;

                case CommandBase.SimulationCommandID:
                    var simulation = SimulationCommand.Deserialize(message);

                    SimulationManager.instance.SimulationPaused        = simulation.SimulationPaused;
                    SimulationManager.instance.SelectedSimulationSpeed = simulation.SelectedSimulationSpeed;
                    break;
                }
            }
            catch (Exception ex)
            {
                CSM.Log($"Received an error from {peer.EndPoint.Host}:{peer.EndPoint.Port}. Message: {ex.Message}");
            }
        }
Esempio n. 19
0
        /// <summary>
        ///     When we get a message from a client, we handle the message here
        ///     and perform any necessary tasks.
        /// </summary>
        private void ListenerOnNetworkReceiveEvent(NetPeer peer, NetDataReader reader)
        {
            try
            {
                // Handle ConnectionRequest as special case
                if (reader.Data[0] == 0)
                {
                    Command.Parse(reader.Data, out CommandHandler handler, out byte[] message);
                    ConnectionRequestHandler requestHandler = (ConnectionRequestHandler)handler;
                    requestHandler.HandleOnServer(message, peer);
                    return;
                }

                // Parse this message
                ConnectedPlayers.TryGetValue(peer.ConnectId, out Player player);
                Command.ParseOnServer(reader.Data, player);

                // Send this message to all other clients
                var peers = _netServer.GetPeers();
                foreach (var client in peers)
                {
                    // Don't send the message back to the client that sent it.
                    if (client.ConnectId == peer.ConnectId)
                    {
                        continue;
                    }

                    // Send the message so the other client can stay in sync
                    client.Send(reader.Data, SendOptions.ReliableOrdered);
                }
            }
            catch (Exception ex)
            {
                CSM.Log($"Encountered an error while reading command from {peer.EndPoint.Host}:{peer.EndPoint.Port}:");
                CSM.Log(ex.ToString());
            }
        }
Esempio n. 20
0
        private void ListenerOnPeerDisconnectedEvent(NetPeer peer, DisconnectInfo disconnectInfo)
        {
            if (!ConnectedPlayers.TryGetValue(peer.ConnectId, out Player player))
            {
                return;
            }

            switch (disconnectInfo.Reason)
            {
            case DisconnectReason.RemoteConnectionClose:
                CSM.Log($"Player {player.Username} disconnected!");
                break;

            case DisconnectReason.Timeout:
                CSM.Log($"Player {player.Username} timed out!");
                break;

            default:
                CSM.Log($"Player {player.Username} lost connection!");
                break;
            }

            HandlePlayerDisconnect(player);
        }
Esempio n. 21
0
        public void SRL(string FILE)
        {
            StreamWriter sw = new StreamWriter(string.Format("\\\\TLXSQL-DEV-01\\F$\\ETLS\\LogicMatter Flat Files\\SOLARWINDSHELPDESK\\incidents_{0:yyyy-MM-dd}.csv", DateTime.Now));

            //StreamWriter sw = new StreamWriter(string.Format("Log\\incidents_{0:yyyy-MM-dd}.csv", DateTime.Now));
            Console.WriteLine(string.Format("Fetching data -> incidents_{0:yyyy-MM-dd}.csv", DateTime.Now));
            //sw.WriteLine("id,Number,State,Title,Priority,Category,Subcategory,Description,Assigned To,Requester,Created At,Created At (Timestamp),Site,Room #,Resolution");
            sw.Write("id,Number,State,Title,Priority,Category,Subcategory,Description,Assigned_To,Assigned_Name,Assigned_Email,Requester,Created_by,Created At,Updated_At,Tags,Site,Department,Room,Printer_Issue,Phone_Issue,IT_Price_List,Student_Name,Grade_Level,Teacher_Advisor,Parent_Contact_Information,Referred_by,Abscences_Tardy,Academic_Concerns,Alleged_Bullying,Always_Tired,Anger_Aggression_Concerns,Appears_Anxious_Worried,Behavior_Concerns_Changes,Defiant,Destructive,");
            sw.Write("Dishonesty,Easily_Distracted,Eating_Concerns,Emotional_Regulation,Family_Concerns_Changes,Fearful,Hurts_Self,Impulsive_Behaviors,Lack_of_Academic_Motivation,Loss_of_a_Loved_One_Grief,Peer_Mediation_Dispute_Resolution,Peer_Relationships_Friendships,Personal_Hygiene,Personal_Identity,Poor_Self_Image_Lacks_Confidence,Sadness,Social_Skills,Substance_Abuse,Thoughts_of_Suicide,Withdrawn,CPS_Report,Clarify_your_concerns,Have_you_informed_parent_guardian_about_your_concern,Date_Informed,SPED,504,Outside_Counseling,Unknown_none,");
            sw.WriteLine("Resolution_Code,Resolution,CC,Resolved_At,Closed_At,Resolved_By,Resolved_By_Name");
            Hashtable     HT         = new Hashtable();
            XmlSerializer serializer = new XmlSerializer(typeof(SER.incidents));

            using (FileStream fileStream = new FileStream("XML\\TOTAL.xml", FileMode.Open))
            {
                SER.incidents result = (SER.incidents)serializer.Deserialize(fileStream);

                for (int x = 0; x < result.INC.Count; x++)
                {
                    string[] CUSTOMS_NUM = new string[45];
                    for (int z = 0; z < CUSTOMS_NUM.Length; z++)
                    {
                        CUSTOMS_NUM[z] = string.Empty;
                    }
                    if (result.INC[x].custom_fields_values.Count != 0)
                    {
                        if (result.INC[x].custom_fields_values[0].CFV.Count != 0)
                        {
                            int      y       = 0;
                            string[] CUSTOMS = { "Printer Issue", "Phone Issue", "Room #", "Student Name", "Grade Level", "Referred by", "Abscences/Tardy", "Academic Concerns", "Alleged Bullying", "Always Tired", "Anger/Aggression Concerns", "Appears Anxious/ Worried", "Behavior Concerns/Changes", "Defiant", "Destructive" };
                            foreach (string CSM in CUSTOMS)
                            {
                                if (result.INC[x].custom_fields_values[0].CFV[0].name.Equals(CSM))
                                {
                                    CUSTOMS_NUM[y] = result.INC[x].custom_fields_values[0].CFV[0].value;
                                    if (CSM.Equals("Student Name"))
                                    {
                                        for (int z = 1; z < 42; z++)
                                        {
                                            try
                                            {
                                                CUSTOMS_NUM[y + z] = result.INC[x].custom_fields_values[0].CFV[z].value.Replace("\"", "'");
                                            }
                                            catch { }
                                        }
                                    }
                                }
                                y++;
                            }
                        }
                    }

                    /*sw.WriteLine(string.Format("\"{0}\",\"{1}\",\"{2}\",\"{3}\",\"{4}\",\"id: \"{5}\"~name: \"{6}\"~\"{7}\"~title: \"{8}\"~last_login: \"{9}\"~role: \"{10}\"~site: \"{11}\"~department: \"{12}\"~phone: \"{13}\"~mobile_phone: \"{14}\"~language: \"{15}\"~disabled: {16}\",\"{17}\",\"{18}\",\"{18}\",\"{19}\",\"{20}\",\"{21}\"",
                     *                      result.INC[x].id, result.INC[x].number, result.INC[x].state, result.INC[x].CAT[0].name, result.INC[x].SUBCAT[0].name,
                     *                      result.INC[x].ASSIGN[0].id, result.INC[x].ASSIGN[0].name, result.INC[x].ASSIGN[0].email, NORMALIZE(result.INC[x].ASSIGN[0].title), NORMALIZE(result.INC[x].ASSIGN[0].last_login).Replace("T", " "), NORMALIZE(result.INC[x].ASSIGN[0].ROLE[0].name), NORMALIZE(result.INC[x].ASSIGN[0].SITE[0].name), NORMALIZE(result.INC[x].ASSIGN[0].DEPARTMENT[0].name), NORMALIZE(result.INC[x].ASSIGN[0].phone), NORMALIZE(result.INC[x].ASSIGN[0].mobile_phone), NORMALIZE(result.INC[x].ASSIGN[0].SITE[0].language), NORMALIZE(result.INC[x].ASSIGN[0].disabled),
                     *                      result.INC[x].REQUESTER[0].name, result.INC[x].created_at.Replace("T", " "), result.INC[x].SITE, ROOM, result.INC[x].updated_at.Replace("T", " ")));
                     */

                    sw.Write(string.Format("\"{0}\",\"{1}\",\"{2}\",\"{3}\",\"{4}\",\"{5}\",\"{6}\",\"{7}\",\"{8}\",\"{9}\",\"{10}\",\"{11}\",\"{12}\",\"{13}\",\"{14}\",\"{15}\",\"{16}\",\"{17}\",\"{18}\",\"{19}\",\"{20}\",\"{21}\",",
                                           result.INC[x].id, result.INC[x].number, result.INC[x].state, result.INC[x].name, result.INC[x].priority, result.INC[x].CAT[0].name, result.INC[x].SUBCAT[0].name,
                                           result.INC[x].description.Replace("\"", "'"), result.INC[x].ASSIGN[0].id, result.INC[x].ASSIGN[0].name, result.INC[x].ASSIGN[0].email, result.INC[x].REQUESTER[0].name,
                                           result.INC[x].CREATEDBY[0].name, result.INC[x].created_at.Replace("T", " "), result.INC[x].updated_at.Replace("T", " "), result.INC[x].CAT[0].default_tags,
                                           result.INC[x].SITE, result.INC[x].DEPARTMENT[0].name, CUSTOMS_NUM[2], CUSTOMS_NUM[0], CUSTOMS_NUM[1],
                                           "" //, CUSTOMS_NUM[3], CUSTOMS_NUM[4], "", ""
                                              //CUSTOMS_NUM[5], CUSTOMS_NUM[6], CUSTOMS_NUM[7], CUSTOMS_NUM[8], CUSTOMS_NUM[9]
                                           ));

                    for (int z = 3; z < 45; z++)
                    {
                        sw.Write(string.Format("\"{0}\",", CUSTOMS_NUM[z]));
                    }

                    string RESOLVE_AT = string.Empty, RESOLVED_BY = string.Empty, Closed_At = string.Empty, Resolved_By_Name = string.Empty;
                    if (result.INC[x].state.Equals("Resolved"))
                    {
                        RESOLVE_AT       = result.INC[x].updated_at.Replace("T", " ");
                        RESOLVED_BY      = result.INC[x].ASSIGN[0].name;
                        Resolved_By_Name = result.INC[x].ASSIGN[0].name;
                    }
                    else if (result.INC[x].state.Equals("Closed"))
                    {
                        Closed_At = result.INC[x].updated_at.Replace("T", " ");
                    }
                    sw.WriteLine(string.Format("\"{0}\",\"{1}\",\"{2}\",\"{3}\",\"{4}\",\"{5}\",\"{6}\"", result.INC[x].resolution_code, result.INC[x].updated_at.Replace("T", " "), result.INC[x].CC[0].cc, RESOLVE_AT, Closed_At, RESOLVED_BY, Resolved_By_Name));
                }
            }
            sw.Close();
        }
Esempio n. 22
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 /// <summary>
 ///     Called whenever an error happens, we
 ///     log this to the console for now.
 /// </summary>
 private void ListenerOnNetworkErrorEvent(NetEndPoint endpoint, int socketerrorcode)
 {
     CSM.Log($"Received an error from {endpoint.Host}:{endpoint.Port}. Code: {socketerrorcode}");
 }
Esempio n. 23
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 public void HandlePlayerConnect(Player player)
 {
     CSM.Log($"Player {player.Username} has connected!");
     MultiplayerManager.Instance.PlayerList.Add(player.Username);
     Command.HandleClientConnect(player);
 }
Esempio n. 24
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        /// <summary>
        ///     Attempt to connect to a server
        /// </summary>
        /// <param name="clientConfig">Client config params</param>
        /// <returns>True if the client is connected to the server, false if not</returns>
        public bool Connect(ClientConfig clientConfig)
        {
            // if we are currently trying to connect, cancel
            // and try again.
            if (Status == ClientStatus.Connecting)
            {
                Disconnect();
            }

            // The client is already connected so we need to
            // disconnect.
            if (Status == ClientStatus.Connected)
            {
                Disconnect();
            }

            // Set the config
            _clientConfig = clientConfig;

            // Let the user know that we are trying to connect to a server
            CSM.Log($"Attempting to connect to server at {_clientConfig.HostAddress}:{_clientConfig.Port}...");

            // Start the client, if client setup fails, return out and
            // tell the user
            var result = _netClient.Start();

            if (!result)
            {
                ConnectionMessage = "The client failed to start.";
                Disconnect(); // make sure we are fully disconnected
                return(false);
            }

            // Try connect to server, update the status to say that
            // we are trying to connect.
            _netClient.Connect(_clientConfig.HostAddress, _clientConfig.Port);

            // Start processing networking
            Status = ClientStatus.Connecting;

            // Setup processing thread
            _clientProcessingThread = new Thread(ProcessEvents);
            _clientProcessingThread.Start();

            // We need to wait in a loop for 30 seconds (waiting 500ms each time)
            // while we wait for a successful connection (Status = Connected) or a
            // failed connection (Status = Disconnected).
            var waitWatch = new Stopwatch();

            waitWatch.Start();

            while (waitWatch.Elapsed < TimeSpan.FromSeconds(30))
            {
                // If we connect, exit the loop and return true
                if (Status == ClientStatus.Connected)
                {
                    return(true);
                }

                // The client cannot connect for some reason, the ConnectionMessage
                // variable will contain why.
                if (Status == ClientStatus.Disconnected)
                {
                    Disconnect(); // make sure we are fully disconnected
                    return(false);
                }

                // Wait 500ms
                Thread.Sleep(500);
            }

            // We have timed out
            ConnectionMessage = "Could not connect to server, timed out.";

            // Did not connect
            Disconnect(); // make sure we are fully disconnected
            return(false);
        }
Esempio n. 25
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 public override void HandleOnClient(ClientConnectCommand command)
 {
     CSM.Log($"Player {command.Username} has connected!");
     MultiplayerManager.Instance.PlayerList.Add(command.Username);
 }