Esempio n. 1
0
        //first connect to the server
        private void FirstContact(SocketState state)
        {
            state.callMe = ReceiveStartup;
            NController.Send(socket, name + "\n");

            NController.GetData(state);
        }
Esempio n. 2
0
        /// <summary>
        /// deal with the iunput info about the operations of ship
        /// </summary>
        /// <param name="ss"></param>
        public static void userInput(SocketState ss)
        {
            String input = ss.sb.ToString();

            String[] parts = input.Split('\n');
            foreach (char temp in parts[0])
            {
                if (temp != '(' && temp != ')')
                {
                    if (temp != 'F')
                    {
                        lock (theworld)
                        {
                            theworld.getShip()[ss.uid].doOperate(temp);
                        }
                    }
                    else
                    {
                        lock (theworld)
                        {
                            theworld.Fire(ss.uid);
                        }
                    }
                }
                ss.sb.Remove(0, 1);
            }
            ss.sb.Remove(0, 1);
            NController.GetData(ss);
        }
Esempio n. 3
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        //get the response from the server and remove the processed message
        private void ReceiveStartup(SocketState state)
        {
            //String builder to receive the message
            StringBuilder strBuilder = state.sb;

            String[] group = strBuilder.ToString().Split('\n');
            PlayerID = Int32.Parse(group[0]);
            size     = Int32.Parse(group[1]);
            strBuilder.Remove(0, group[0].Length);
            strBuilder.Remove(0, group[1].Length);
            state.callMe = ReceiveWorld;
            Handlestep();
            Handleresize();
            NController.GetData(state);
        }
Esempio n. 4
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        /// <summary>
        /// call back, if the client connects get the user name then generate a new ship, finally send back startup info,and add the client to the list
        /// </summary>

        public static void ReceiveName(SocketState ss)
        {
            String[] parts = ss.sb.ToString().Split('\n');
            String   name  = parts[0];
            Ship     ship;

            lock (theworld)
            {
                ship   = theworld.generateShip(name);
                ss.uid = ship.getID();
            }

            lock (list)
            {
                list.AddLast(ss);
                Console.WriteLine("welcome player: " + ship.getName());
            }
            NController.Send(ss.theSocket, ship.getID() + "\n" + UniverSize + "\n");
            ss.sb.Clear();
            ss.callMe = userInput;
            NController.GetData(ss);
        }
Esempio n. 5
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        //get the content information of the current world from the server
        // and using the JSon to get the objects
        private void ReceiveWorld(SocketState state)
        {
            string totalData = state.sb.ToString();

            string[] parts = Regex.Split(totalData, @"(?<=[\n])");


            // Loop until we have processed all messages.
            // We may have received more than one.
            Ship       sp = null;
            star       st = null;
            projectile pj = null;

            foreach (string p in parts)
            {
                // Ignore empty strings added by the regex splitter
                if (p.Length == 0)
                {
                    continue;
                }
                // The regex splitter will include the last string even if it doesn't end with a '\n',
                // So we need to ignore it if this happens.
                if (p[p.Length - 1] != '\n')
                {
                    break;
                }
                if (p[0] == '{' && p[p.Length - 2] == '}')
                {
                    JObject jsonObject = JObject.Parse(p);
                    JToken  tokenShip  = jsonObject["ship"]; //gte the ship object from the server
                    JToken  tokenStar  = jsonObject["star"]; // get the star object from the server
                    JToken  tokenProj  = jsonObject["proj"]; // get the projectiles from the server
                    if (tokenShip != null)
                    {
                        sp = JsonConvert.DeserializeObject <Ship>(p);// if ship is not null,get the ship
                    }
                    if (tokenStar != null)
                    {
                        st = JsonConvert.DeserializeObject <star>(p);// if the star is not null, get the star
                    }
                    if (tokenProj != null)
                    {
                        pj = JsonConvert.DeserializeObject <projectile>(p);// if the projectile is not null, get the projectile
                    }
                    //avoid the race condition
                    lock (theworld)
                    {
                        if (sp != null)
                        {
                            if (sp.getHp() > 0)
                            {
                                theworld.addShip(sp);// if the hp is greater than 0, add to the current world
                                if (ships.Contains(sp.getID()) == false)
                                {
                                    ships.Add(sp.getID());
                                    handlescore(sp);
                                }
                            }
                            else
                            {
                                handledie(sp);
                                ships.Remove(sp.getID());
                                theworld.removeShip(sp);//remove the destoryed ship
                            }
                        }

                        if (pj != null)
                        {
                            // if the projectile is still alive, add it to the projectils group
                            if (pj.checkAlive() == true)
                            {
                                theworld.addproj(pj);
                            }
                            // if projectile is not alive, remove it from the projectile group
                            else
                            {
                                theworld.removeProjectile(pj);
                            }
                        }
                        //check the star then add to the star group

                        if (st != null)
                        {
                            theworld.addStar(st);
                        }
                    }
                }



                // Then remove it from the SocketState's growable buffer
                state.sb.Remove(0, p.Length);

                frametick();
            }

            state.callMe = ReceiveWorld;
            Handlekey();
            NController.GetData(state);
        }
Esempio n. 6
0
 /// <summary>
 /// callback method will be called in accpeted new client method
 /// </summary>
 /// <param name="ss"></param>
 public static void HandleNewClient(SocketState ss)
 {
     ss.callMe = ReceiveName;
     NController.GetData(ss);
 }