Esempio n. 1
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 /// <summary>
 /// Callback that sends our name to the server
 /// </summary>
 /// <param name="state"></param>
 public void First_Contact_Callback(PreservedState state)
 {
     pstate = state;
     NetworkingCode.Send(pstate.State_Socket, Name_Textbox.Text + "\n");
     state.State_Callback = Received_Player_Callback;
     NetworkingCode.i_want_more_data(state);
 }
Esempio n. 2
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        /// <summary>
        /// Sends our mouse postion to the server
        /// </summary>
        public void SendMousePosition()
        {
            int xpos, ypos;

            MousePos(out xpos, out ypos);
            NetworkingCode.Send(pstate.State_Socket, "(move, " + xpos + ", " + ypos + ")\n"); //do we have to add the "\n" or not?
            Invalidate();
        }
Esempio n. 3
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 /// <summary>
 /// sending a single cube to update the world of either a player or a dead cube
 /// </summary>
 /// <param name="cube"></param>
 private void SendCube(Cube cube)
 {
     foreach (Socket socket in AllSockets.Keys)
     {
         string message = JsonConvert.SerializeObject(cube);
         NetworkingCode.Send(socket, message + "\n");
     }
 }
Esempio n. 4
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        /// <summary>
        /// Sends out split request to the server
        /// </summary>
        public void SendSplit()
        {
            int xpos, ypos;

            MousePos(out xpos, out ypos);
            if (!(SignInPanel.Visible == true))
            {
                NetworkingCode.Send(pstate.State_Socket, "(split, " + xpos + ", " + ypos + ")\n");
            }
        }
Esempio n. 5
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 /// <summary>
 /// Sends all the cubes in the world dictionary to the client
 /// </summary>
 /// <param name="state"></param>
 //private void UpdateWorld(PreservedState)
 private void UpdateWorld()
 {
     foreach (Cube cube in world.cubeList.Values)
     {
         foreach (Socket socket in AllSockets.Keys)
         {
             string message = JsonConvert.SerializeObject(cube);
             NetworkingCode.Send(socket, message + "\n");
         }
     }
 }
Esempio n. 6
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        /// <summary>
        /// sends out the player name after the first contact
        /// </summary>
        /// <param name="state"></param>
        public void Recieve_Player_Name(PreservedState state)
        {
            if (NetworkingCode.IsConnected(state.State_Socket))
            {
                //recieve player name from view
                string stringData = state.data.ToString();
                int    EndName    = stringData.IndexOf('\n');
                string name       = stringData.Substring(0, EndName);
                state.data.Remove(0, EndName + 1);

                //create player cube and send to client
                Cube PlayerCube = world.CreatePlayer(name);

                //change callback
                state.State_Callback = Handle_Data_from_Client;

                lock (world)
                {
                    //Add to world and player dictionary
                    world.cubeList.Add(PlayerCube.uid, PlayerCube);
                    PlayerDictionary.Add(PlayerCube.uid, PlayerCube);

                    //adds the socket and the socket's player to a dictionary to keep track of the player for each socket
                    AllSockets.Add(state.State_Socket, PlayerCube);

                    //Seriliaze player cube
                    string message = JsonConvert.SerializeObject(PlayerCube);
                    NetworkingCode.Send(state.State_Socket, message + "\n");

                    //update World
                    UpdateWorld();
                }
                //starts the timer for the server to begin Updating
                //timer.Start();

                //ask for more data
                NetworkingCode.i_want_more_data(state);
            }
            else
            {
                lock (world)
                {
                    AllSockets.Remove(state.State_Socket);
                    if (AllSockets.Count == 0)
                    {
                        //Awaiting Network client connections
                        Start();
                    }
                }
            }
        }
Esempio n. 7
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        /// <summary>
        ///Process requests from the Web Browser
        /// </summary>
        /// <param name="state"></param>
        public void Stat_Request(PreservedState state)
        {
            int RequestEnd = state.data.ToString().IndexOf('\n');

            string page = "";

            string message = state.data.ToString().Substring(0, RequestEnd - 1);

            state.data.Remove(0, RequestEnd + 2);


            if (message == "GET /players HTTP/1.1")
            {
                string commandText = "SELECT * from Players";
                page = SQLDatabase.ReadFromDatabase(commandText);
            }

            else if (message.Substring(0, 18) == "GET /games?player=")
            {
                string[] GetNameArray = message.Substring(18).Split(' ');

                string name = GetNameArray[0];

                string commandText = "SELECT * FROM Players WHERE Name = '" + name + "'";

                page = SQLDatabase.ReadFromDatabase(commandText);
            }

            else if (message.Substring(0, 14) == "GET /eaten?id=")
            {
                string[] GetNameArray = message.Substring(14).Split(' ');

                string StringGameID = GetNameArray[0];

                int GameID;

                bool BoolGameID = int.TryParse(StringGameID, out GameID);

                string commandText = "SELECT * FROM EatenNames WHERE ID = " + StringGameID;

                page = SQLDatabase.ReadFromEatenNames(commandText, GameID);
            }

            else
            {
                page = "<!DOCTYPE html><html><title> Error </title><body><h5>Error:</h5><p> Cannot connect to server,"
                       + " check URL</p></body></html> ";
            }
            NetworkingCode.Send(state.State_Socket, page);
        }