Esempio n. 1
0
        }                                                                //projectiles decay as soon as they stop

        /// <summary>Projectile explodes on decay.</summary>
        internal void OnItemDecay(FrameEventArgs e)
        {
            if (Config.IsServer || Config.IsSinglePlayer)
            {
                var positions     = Coords.AdjacentPositions;
                var removeBlocks  = new List <RemoveBlock>();
                var addBlockItems = new List <AddBlockItem>();
                Settings.ChunkUpdatesDisabled = true;
                foreach (var position in positions)
                {
                    var block = position.GetBlock();
                    if (block.Type != Block.BlockType.Air && block.Type != Block.BlockType.Water)
                    {
                        WorldData.PlaceBlock(position, Block.BlockType.Air);
                        var tempPosition = position;                         //copy to pass by ref
                        removeBlocks.Add(new RemoveBlock(ref tempPosition));

                        if (!block.IsTransparent && position.IsValidItemLocation)
                        {
                            var tempCoords   = position.ToCoords();                           //copy to pass by ref
                            var newBlockItem = new BlockItem(ref tempCoords, block.Type);
                            addBlockItems.Add(new AddBlockItem(ref newBlockItem.Coords, ref newBlockItem.Velocity, newBlockItem.BlockType, newBlockItem.Id));
                        }
                    }
                }
                Settings.ChunkUpdatesDisabled = false;

                if (Config.IsServer && removeBlocks.Count > 0)
                {
                    foreach (var player in Server.Controller.Players.Values)
                    {
                        var removeBlockMulti = new RemoveBlockMulti {
                            ConnectedPlayer = player
                        };
                        removeBlockMulti.Blocks.AddRange(removeBlocks);
                        removeBlockMulti.BlockItems.AddRange(addBlockItems);
                        removeBlockMulti.Send();
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>Projectile explodes on decay.</summary>
        internal void OnItemDecay(FrameEventArgs e)
        {
            if (Config.IsServer || Config.IsSinglePlayer)
            {
                var positions = Coords.AdjacentPositions;
                var removeBlocks = new List<RemoveBlock>();
                var addBlockItems = new List<AddBlockItem>();
                Settings.ChunkUpdatesDisabled = true;
                foreach (var position in positions)
                {
                    var block = position.GetBlock();
                    if (block.Type != Block.BlockType.Air && block.Type != Block.BlockType.Water)
                    {
                        WorldData.PlaceBlock(position, Block.BlockType.Air);
                        var tempPosition = position; //copy to pass by ref
                        removeBlocks.Add(new RemoveBlock(ref tempPosition));

                        if (!block.IsTransparent && position.IsValidItemLocation)
                        {
                            var tempCoords = position.ToCoords(); //copy to pass by ref
                            var newBlockItem = new BlockItem(ref tempCoords, block.Type);
                            addBlockItems.Add(new AddBlockItem(ref newBlockItem.Coords, ref newBlockItem.Velocity, newBlockItem.BlockType, newBlockItem.Id));
                        }
                    }
                }
                Settings.ChunkUpdatesDisabled = false;

                if (Config.IsServer && removeBlocks.Count > 0)
                {
                    foreach (var player in Server.Controller.Players.Values)
                    {
                        var removeBlockMulti = new RemoveBlockMulti {ConnectedPlayer = player};
                        removeBlockMulti.Blocks.AddRange(removeBlocks);
                        removeBlockMulti.BlockItems.AddRange(addBlockItems);
                        removeBlockMulti.Send();
                    }
                }
            }
        }
Esempio n. 3
0
        // ReSharper restore FunctionNeverReturns

        private static void PlayerThread(NetworkPlayer player)
        {
            NetworkStream clientStream;

            //make all the introductions. we do this before sending the world so the client doesn't see them as new connections
            foreach (var otherPlayer in Players.Values)
            {
                try
                {
                    new Connect(otherPlayer.Id, otherPlayer.UserName, otherPlayer.Coords)
                    {
                        ConnectedPlayer = player, Immediate = true
                    }.Send();
                }
                catch (Exception ex)
                {
                    WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message));
#if DEBUG
                    WriteToServerConsoleLog(ex.StackTrace);
#endif
                }

                new Connect(player.Id, player.UserName, player.Coords)
                {
                    ConnectedPlayer = otherPlayer
                }.Send();
            }

            try
            {
                Players.TryAdd(player.Id, player);                 //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections
                UpdateServerConsolePlayerList();

                var getWorld = new GetWorld {
                    ConnectedPlayer = player
                };
                getWorld.Send();
                WriteToServerConsoleLog(String.Format("World send complete to {0} ({1} compressed, {2} uncompressed)", player.IpAddress, getWorld.DataLength, getWorld.UncompressedLength));

                //create a thread to handle communication with connected client
                player.TcpClient.NoDelay = true;
                clientStream             = player.TcpClient.GetStream();
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
                return;
            }

            var actionTypebytes = new byte[sizeof(ushort)];
            try
            {
                if (!string.IsNullOrWhiteSpace(Config.MOTD))
                {
                    new ServerMsg(Config.MOTD, player).Send();
                }

                while (true)
                {
                    Thread.Sleep(10);                     //bm: polling is expensive. don't remove this or the server will pin your machine when only a couple users are online
                    GameAction gameAction;
                    while (player.SendQueue.Count > 0 && player.SendQueue.TryDequeue(out gameAction))
                    {
                        gameAction.Immediate = true;
                        gameAction.Send();
                    }

                    if (!clientStream.DataAvailable)
                    {
                        continue;
                    }
                    var bytesRead = 0;
                    while (bytesRead < actionTypebytes.Length)
                    {
                        bytesRead += clientStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead);
                    }
                    var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0);
                    switch (actionType)
                    {
                    case ActionType.AddBlock:
                        gameAction = new AddBlock();
                        break;

                    case ActionType.AddBlockItem:
                        gameAction = new AddBlockItem();
                        break;

                    case ActionType.AddBlockMulti:
                        gameAction = new AddBlockMulti();
                        break;

                    case ActionType.AddCuboid:
                        gameAction = new AddCuboid();
                        break;

                    case ActionType.AddProjectile:
                        gameAction = new AddProjectile();
                        break;

                    case ActionType.AddStaticItem:
                        gameAction = new AddStaticItem();
                        break;

                    case ActionType.AddStructure:
                        gameAction = new AddStructure();
                        break;

                    case ActionType.ChatMsg:
                        gameAction = new ChatMsg();
                        break;

                    case ActionType.Disconnect:
                        gameAction = new Disconnect();
                        break;

                    case ActionType.PickupBlockItem:
                        gameAction = new PickupBlockItem();
                        break;

                    case ActionType.PlayerInfo:
                        gameAction = new PlayerInfo();
                        break;

                    case ActionType.PlayerMove:
                        gameAction = new PlayerMove();
                        break;

                    case ActionType.PlayerOption:
                        gameAction = new PlayerOption();
                        break;

                    case ActionType.RemoveBlock:
                        gameAction = new RemoveBlock();
                        break;

                    case ActionType.RemoveBlockItem:
                        gameAction = new RemoveBlockItem();
                        break;

                    case ActionType.RemoveBlockMulti:
                        gameAction = new RemoveBlockMulti();
                        break;

                    case ActionType.ServerCommand:
                        gameAction = new ServerCommand();
                        break;

                    case ActionType.Connect:
                    case ActionType.ServerMsg:
                    case ActionType.ServerSync:
                    case ActionType.GetWorld:
                        throw new Exception(string.Format("Server should not receive action type: {0}", actionType));

                    case ActionType.Error:
                        var bytes = 0;
                        while (clientStream.ReadByte() != -1)
                        {
                            bytes++;
                        }
                        throw new Exception("GameAction 'Error' received. " + bytes + " byte(s) remained in the stream.");

                    default:
                        throw new Exception(string.Format("Unknown action type: {0}", actionType));
                    }
                    gameAction.ConnectedPlayer = player;
                    gameAction.Receive();
                    if (HasServerConsole && CaptureIncoming)                     //only stream messages if there is a console window and it has requested to display them
                    {
                        _serverConsole.UpdateStreamLogInvokable(gameAction, player, false);
                    }
                    if (actionType == ActionType.Disconnect)
                    {
                        return;
                    }
                }
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
            }
        }
Esempio n. 4
0
        // ReSharper restore FunctionNeverReturns
        private static void PlayerThread(NetworkPlayer player)
        {
            NetworkStream clientStream;

            //make all the introductions. we do this before sending the world so the client doesn't see them as new connections
            foreach (var otherPlayer in Players.Values)
            {
                try
                {
                    new Connect(otherPlayer.Id, otherPlayer.UserName, otherPlayer.Coords) { ConnectedPlayer = player, Immediate = true }.Send();
                }
                catch (Exception ex)
                {
                    WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message));
            #if DEBUG
                    WriteToServerConsoleLog(ex.StackTrace);
            #endif
                }

                new Connect(player.Id, player.UserName, player.Coords) { ConnectedPlayer = otherPlayer }.Send();
            }

            try
            {
                Players.TryAdd(player.Id, player); //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections
                UpdateServerConsolePlayerList();

                var getWorld = new GetWorld { ConnectedPlayer = player };
                getWorld.Send();
                WriteToServerConsoleLog(String.Format("World send complete to {0} ({1} compressed, {2} uncompressed)", player.IpAddress, getWorld.DataLength, getWorld.UncompressedLength));

                //create a thread to handle communication with connected client
                player.TcpClient.NoDelay = true;
                clientStream = player.TcpClient.GetStream();
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
                return;
            }

            var actionTypebytes = new byte[sizeof(ushort)];
            try
            {
                if (!string.IsNullOrWhiteSpace(Config.MOTD)) new ServerMsg(Config.MOTD, player).Send();

                while (true)
                {
                    Thread.Sleep(10); //bm: polling is expensive. don't remove this or the server will pin your machine when only a couple users are online
                    GameAction gameAction;
                    while (player.SendQueue.Count > 0 && player.SendQueue.TryDequeue(out gameAction))
                    {
                        gameAction.Immediate = true;
                        gameAction.Send();
                    }

                    if (!clientStream.DataAvailable) continue;
                    var bytesRead = 0;
                    while (bytesRead < actionTypebytes.Length) bytesRead += clientStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead);
                    var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0);
                    switch (actionType)
                    {
                        case ActionType.AddBlock:
                            gameAction = new AddBlock();
                            break;
                        case ActionType.AddBlockItem:
                            gameAction = new AddBlockItem();
                            break;
                        case ActionType.AddBlockMulti:
                            gameAction = new AddBlockMulti();
                            break;
                        case ActionType.AddCuboid:
                            gameAction = new AddCuboid();
                            break;
                        case ActionType.AddProjectile:
                            gameAction = new AddProjectile();
                            break;
                        case ActionType.AddStaticItem:
                            gameAction = new AddStaticItem();
                            break;
                        case ActionType.AddStructure:
                            gameAction = new AddStructure();
                            break;
                        case ActionType.ChatMsg:
                            gameAction = new ChatMsg();
                            break;
                        case ActionType.Disconnect:
                            gameAction = new Disconnect();
                            break;
                        case ActionType.PickupBlockItem:
                            gameAction = new PickupBlockItem();
                            break;
                        case ActionType.PlayerInfo:
                            gameAction = new PlayerInfo();
                            break;
                        case ActionType.PlayerMove:
                            gameAction = new PlayerMove();
                            break;
                        case ActionType.PlayerOption:
                            gameAction = new PlayerOption();
                            break;
                        case ActionType.RemoveBlock:
                            gameAction = new RemoveBlock();
                            break;
                        case ActionType.RemoveBlockItem:
                            gameAction = new RemoveBlockItem();
                            break;
                        case ActionType.RemoveBlockMulti:
                            gameAction = new RemoveBlockMulti();
                            break;
                        case ActionType.ServerCommand:
                            gameAction = new ServerCommand();
                            break;
                        case ActionType.Connect:
                        case ActionType.ServerMsg:
                        case ActionType.ServerSync:
                        case ActionType.GetWorld:
                            throw new Exception(string.Format("Server should not receive action type: {0}", actionType));
                        case ActionType.Error:
                            var bytes = 0;
                            while (clientStream.ReadByte() != -1)
                            {
                                bytes++;
                            }
                            throw new Exception("GameAction 'Error' received. " + bytes + " byte(s) remained in the stream.");
                        default:
                            throw new Exception(string.Format("Unknown action type: {0}", actionType));
                    }
                    gameAction.ConnectedPlayer = player;
                    gameAction.Receive();
                    if (HasServerConsole && CaptureIncoming) //only stream messages if there is a console window and it has requested to display them
                    {
                        _serverConsole.UpdateStreamLogInvokable(gameAction, player, false);
                    }
                    if (actionType == ActionType.Disconnect) return;
                }
            }
            catch (Exception ex)
            {
                HandleNetworkError(player, ex);
            }
        }