Esempio n. 1
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 public ManicDiggerProgram(string[] args)
 {
     dummyNetwork = new DummyNetwork();
     dummyNetwork.Start(new MonitorObject(), new MonitorObject());
     crashreporter = new CrashReporter();
     crashreporter.Start(delegate { Start(args); });
 }
Esempio n. 2
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        public int AddBot(string name)
        {
            int            id = server.GenerateClientId();
            ClientOnServer c  = new ClientOnServer();

            c.Id               = id;
            c.IsBot            = true;
            c.playername       = name;
            server.clients[id] = c;
            c.state            = ClientStateOnServer.Playing;
            DummyNetwork network = new DummyNetwork()
            {
                ClientReceiveBufferLock = new MonitorObject(), ServerReceiveBufferLock = new MonitorObject()
            };

            c.socket = new DummyNetConnection()
            {
                network = network
            };
            c.Ping.SetTimeoutValue(int.MaxValue);
            c.chunksseen = new bool[server.d_Map.MapSizeX / Server.chunksize
                                    * server.d_Map.MapSizeY / Server.chunksize * server.d_Map.MapSizeZ / Server.chunksize];
            c.AssignGroup(server.defaultGroupRegistered);
            server.PlayerEntitySetDirty(id);
            return(id);
        }
Esempio n. 3
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 public ManicDiggerProgram(string[] args)
 {
     dummyNetwork = new DummyNetwork();
         dummyNetwork.Start(new MonitorObject(), new MonitorObject());
     #if !DEBUG
         crashreporter = new CrashReporter();
         crashreporter.Start(delegate { Start(args); });
     #else
         Start(args);
     #endif
 }
Esempio n. 4
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 public int AddBot(string name)
 {
     int id = server.GenerateClientId();
     ClientOnServer c = new ClientOnServer();
     c.Id = id;
     c.IsBot = true;
     c.playername = name;
     server.clients[id] = c;
     c.state = ClientStateOnServer.Playing;
     DummyNetwork network = new DummyNetwork() { ClientReceiveBufferLock = new MonitorObject(), ServerReceiveBufferLock = new MonitorObject() };
     c.socket = new DummyNetConnection() { network = network, platform = new GamePlatformNative() };
     c.Ping.SetTimeoutValue(int.MaxValue);
     c.chunksseen = new bool[server.d_Map.MapSizeX / Server.chunksize
         * server.d_Map.MapSizeY / Server.chunksize * server.d_Map.MapSizeZ / Server.chunksize];
     c.AssignGroup(server.defaultGroupRegistered);
     server.PlayerEntitySetDirty(id);
     return id;
 }
Esempio n. 5
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 public void SetNetwork(DummyNetwork network_)
 {
     network = network_;
 }
Esempio n. 6
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 public void SetNetwork(DummyNetwork dummyNetwork)
 {
     network = dummyNetwork;
 }
Esempio n. 7
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 public void SetNetwork(DummyNetwork network_)
 {
     network = network_;
 }
Esempio n. 8
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 public void SetNetwork(DummyNetwork dummyNetwork)
 {
     network = dummyNetwork;
 }
Esempio n. 9
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    void Connect(GamePlatform platform)
    {
        if (singleplayer)
        {
            if (platform.SinglePlayerServerAvailable())
            {
                platform.SinglePlayerServerStart(singleplayerSavePath);
            }
            else
            {
                serverSimple = new ServerSimple();
                DummyNetwork network = platform.SinglePlayerServerGetNetwork();
                network.Start(platform.MonitorCreate(), platform.MonitorCreate());
                DummyNetServer server = new DummyNetServer();
                server.network  = network;
                server.platform = platform;
                server.Start();
                serverSimple.Start(server, singleplayerSavePath, platform);

                serverSimpleMod        = new ModServerSimple();
                serverSimpleMod.server = serverSimple;
                game.AddMod(serverSimpleMod);
                platform.SinglePlayerServerGetNetwork().ServerReceiveBuffer.Enqueue(new ByteArray());
            }

            connectData          = new ConnectData();
            connectData.Username = "******";
            game.connectdata     = connectData;

            DummyNetClient netclient = new DummyNetClient();
            netclient.SetPlatform(platform);
            netclient.SetNetwork(platform.SinglePlayerServerGetNetwork());
            game.main = netclient;
        }
        else
        {
            game.connectdata = connectData;
            if (platform.EnetAvailable())
            {
                EnetNetClient client = new EnetNetClient();
                client.SetPlatform(platform);
                game.main = client;
            }
            else if (platform.TcpAvailable())
            {
                TcpNetClient client = new TcpNetClient();
                client.SetPlatform(platform);
                game.main = client;
            }
            else if (platform.WebSocketAvailable())
            {
                WebSocketClient client = new WebSocketClient();
                client.SetPlatform(platform);
                game.main = client;
            }
            else
            {
                platform.ThrowException("Network not implemented");
            }
        }
    }