PlayerFromRUI() public static method

Finds a player from a remote unique identifier
public static PlayerFromRUI ( long remoteUniqueIdentifier, bool ignoreError = false ) : Bricklayer.Server.Entities.Player
remoteUniqueIdentifier long The RMI to find
ignoreError bool If a player is not found, should an error be thrown?
return Bricklayer.Server.Entities.Player
Esempio n. 1
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 /// <summary>
 /// Broadcasts a message to all players in a room, EXCEPT for the one specified
 /// </summary>
 /// <param name="gameMessage">IMessage to send</param>
 /// <param name="player">Player NOT to send to</param>
 public void BroadcastExcept(IMessage gameMessage, Player player)
 {
     BroadcastExcept(gameMessage,
                     (NetConnection)NetServer.Connections.Where(x => x.RemoteUniqueIdentifier == player.RemoteUniqueIdentifier &&
                                                                Server.PlayerFromRUI(x.RemoteUniqueIdentifier, true).Map.ID == player.Map.ID)
                     .ElementAt(0));
 }
Esempio n. 2
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        /// <summary>
        /// Broadcasts a message to all players in a room
        /// </summary>
        /// <param name="map">Map/Room to send to</param>
        /// <param name="gameMessage">IMessage to send</param>
        public void Broadcast(Map map, IMessage gameMessage)
        {
            NetOutgoingMessage message = EncodeMessage(gameMessage);

            //Search for recipients
            List <NetConnection> recipients = NetServer.Connections.Where(
                x => Server.PlayerFromRUI(x.RemoteUniqueIdentifier, true) != null &&
                Server.PlayerFromRUI(x.RemoteUniqueIdentifier, true).Map == map)
                                              .ToList <NetConnection>();

            if (recipients.Count > 0) //Send to recipients found
            {
                NetServer.SendMessage(message, recipients, NetDeliveryMethod.ReliableOrdered, 0);
            }
        }
Esempio n. 3
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        /// <summary>
        /// The process network messages such as player's joining, moving, etc
        /// </summary>
        public void ProcessNetworkMessages()
        {
            //Used to store messages
            NetIncomingMessage inc;

            while (true) //Continously check for new messages and process them
            {
                //Block thread until next message
                NetworkManager.NetServer.MessageReceivedEvent.WaitOne();

                if ((inc = NetManager.ReadMessage()) != null)
                {
                    //Try and find who sent the message
                    Player sender = inc.SenderConnection == null ?
                                    null : Server.PlayerFromRUI(inc.SenderConnection.RemoteUniqueIdentifier, true);

                    switch (inc.MessageType)
                    {
                    //ConnectionApproval messages are sent when a client would like to connect to the server
                    case NetIncomingMessageType.ConnectionApproval:
                    {
                        MessageTypes type = (MessageTypes)Enum.Parse(typeof(MessageTypes), inc.ReadByte().ToString());         //Find message type
                        switch (type)
                        {
                        //If the player would like to login
                        case MessageTypes.Login:
                        {
                            Log.WriteLine(LogType.Server, "Login request (RUI: {0} IP: {1})",
                                          inc.SenderConnection.RemoteUniqueIdentifier, inc.SenderEndPoint.Address);       //Log message

                            //If the player isn't already connected, allow them to join
                            if (!Server.Logins.ContainsKey(inc.SenderConnection.RemoteUniqueIdentifier))
                            {
                                LoginMessage login = new LoginMessage(inc);
                                if (GlobalSettings.NameRegex.IsMatch(login.Username))                 //Double check username is valid
                                {
                                    Server.Logins.Add(inc.SenderConnection.RemoteUniqueIdentifier, login);
                                    inc.SenderConnection.Approve();
                                }
                                else
                                {
                                    inc.SenderConnection.Deny("Invalid Username:Kicked");
                                }
                            }
                            else
                            {
                                inc.SenderConnection.Deny();
                            }
                            break;
                        }
                        }
                        break;
                    }

                    //Data messages are all messages manually sent from client
                    //These are the bulk of the messages, used for player movement, block placing, etc
                    case NetIncomingMessageType.Data:
                    {
                        ProcessDataMessage(inc);
                        break;
                    }

                    //StatusChanged messages occur when a client connects, disconnects, is approved, etc
                    //NOTE: Disconnecting and Disconnected are not instant unless client is shutdown with Disconnect()
                    case NetIncomingMessageType.StatusChanged:
                    {
                        //Find player name
                        string name = Server.Logins.ContainsKey(inc.SenderConnection.RemoteUniqueIdentifier) ?
                                      Server.Logins[inc.SenderConnection.RemoteUniqueIdentifier].Username + " (" + inc.SenderConnection.RemoteUniqueIdentifier + ")" :
                                      "Unknown (" + inc.SenderConnection.RemoteUniqueIdentifier + ")";

                        //The lines below can get spammy, used to show when statuses change
                        //Log.WriteLine(LogType.Status, "Status: {0} changed: {1}", name, inc.SenderConnection.Status.ToString());

                        //When a players connection is finalized
                        if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
                        {
                            //Log message
                            LoginMessage login = Server.Logins[inc.SenderConnection.RemoteUniqueIdentifier];
                            Log.WriteLine(LogType.Server, "User {0} authenticated (RUI: {1}, IP: {2})", login.Username, inc.SenderConnection.RemoteUniqueIdentifier, inc.SenderEndPoint.Address);
                            break;
                        }
                        //When a client disconnects
                        if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected || inc.SenderConnection.Status == NetConnectionStatus.Disconnecting)
                        {
                            if (sender != null)
                            {
                                Log.WriteLine(LogType.Server, ConsoleColor.Red, "{0} disconnected. (Room: {1})", sender.Username, sender.Map.Name);
                                if (sender.Map.Players.Contains(sender))
                                {
                                    //Remove player
                                    sender.Map.Players.Remove(sender);
                                    RebuildIndexes(sender.Map);
                                    //Send to players
                                    NetManager.Broadcast(sender.Map, new PlayerLeaveMessage(sender.ID));
                                    sender = null;
                                }
                            }
                            else
                            {
                                Log.WriteLine(LogType.Server, ConsoleColor.Red, "{0} disconnected.", Server.Logins[inc.SenderConnection.RemoteUniqueIdentifier].Username);
                            }
                            Server.Logins.Remove(inc.SenderConnection.RemoteUniqueIdentifier);
                        }
                        break;
                    }

                    default:
                        break;
                    }
                }
            }
        }
Esempio n. 4
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        /// <summary>
        /// Handles all actions for recieving data messages (Such as movement, block placing, etc)
        /// </summary>
        /// <param name="inc">The incoming message</param>
        private void ProcessDataMessage(NetIncomingMessage inc)
        {
            Player sender = Server.PlayerFromRUI(inc.SenderConnection.RemoteUniqueIdentifier, true);
            Map    map    = null;

            if (sender != null)
            {
                map = (Map)sender.Map;
            }
            MessageTypes type = (MessageTypes)Enum.Parse(typeof(MessageTypes), inc.ReadByte().ToString());

            switch (type)
            {
            //When a player request to recieve a message
            case MessageTypes.Request:
            {
                MessageTypes request = new RequestMessage(inc).RequestType;

                //Request to recieve lobby data
                if (request == MessageTypes.Lobby)
                {
                    List <LobbySaveData> rooms = new List <LobbySaveData>();
                    foreach (Map m in Maps)
                    {
                        rooms.Add(LobbySaveData.FromMap(m));
                    }
                    LobbyMessage msg = new LobbyMessage(Server.Config.Name, Server.Config.Decription, Server.Config.Intro, NetworkManager.NetServer.ConnectionsCount, rooms);
                    NetManager.Send(msg, inc.SenderConnection);
                }
                break;
            }

            //When a player exits to the lobby
            case MessageTypes.PlayerLeave:
            {
                PlayerLeaveMessage user = new PlayerLeaveMessage(inc);
                user.ID = sender.ID;
                Log.WriteLine(LogType.Room, "{0} has left: {1}", sender.Username, sender.Map.Name);
                //Remove player
                map.Players.Remove(sender);
                RebuildIndexes(map);
                //Send to players
                NetManager.Broadcast(sender.Map, new PlayerLeaveMessage(sender.ID));
                IO.SaveMap((Bricklayer.Server.World.Map)sender.Map);
                sender = null;
                break;
            }

            //When a player moves
            case MessageTypes.PlayerStatus:
            {
                PlayerStateMessage state = new PlayerStateMessage(inc);
                state.ID = sender.ID;
                //Clamp position in bounds
                state.Position = new Point((int)MathHelper.Clamp(state.Position.X, Tile.Width, (map.Width * Tile.Width) - (Tile.Width * 2)), (int)MathHelper.Clamp(state.Position.Y, Tile.Height, (map.Height * Tile.Height) - (Tile.Height * 2)));
                sender.SimulationState.Position = state.Position.ToVector2();
                sender.SimulationState.Velocity = state.Velocity.ToVector2();
                sender.SimulationState.Movement = state.Movement.ToVector2();
                sender.IsJumping = state.IsJumping;

                NetManager.BroadcastExcept(state, sender);
                break;
            }

            //When a player places a block
            case MessageTypes.Block:
            {
                BlockMessage state = new BlockMessage(inc);
                BlockType    block = BlockType.FromID(state.BlockID);
                //Verify Block (Make sure it is in bounds and it has changed, no use sending otherwise)
                //TODO: Punish players spamming invalid data (Because official client should never send it)
                if (map.InBounds(state.X, state.Y, state.Z) && map.Tiles[state.X, state.Y, state.Z].Block.ID != block.ID)
                {
                    map.Tiles[state.X, state.Y, state.Z].Block = block;
                    NetManager.Broadcast(sender.Map, state);
                }
                break;
            }

            //When a player sends a chat message
            case MessageTypes.Chat:
            {
                ChatMessage chat = new ChatMessage(inc);
                chat.ID = sender.ID;

                //Verify length
                if (chat.Message.Length > ChatMessage.MaxLength)
                {
                    chat.Message = chat.Message.Truncate(ChatMessage.MaxLength);
                }
                NetManager.BroadcastExcept(chat, sender);

                //Log message
                Log.WriteLine(LogType.Chat, ConsoleColor.Gray, "<{0}> {1}", sender.Username, chat.Message);
                break;
            }

            //When a player changes smiley
            case MessageTypes.PlayerSmiley:
            {
                PlayerSmileyMessage smiley = new PlayerSmileyMessage(inc);
                smiley.ID = sender.ID;
                if (sender.Smiley != smiley.Smiley)
                {
                    sender.Smiley = smiley.Smiley;
                    NetManager.BroadcastExcept(smiley, sender);
                }
                break;
            }

            //When a player changes mode (Ex: godmode to normal
            case MessageTypes.PlayerMode:
            {
                PlayerModeMessage mode = new PlayerModeMessage(inc);
                mode.ID = sender.ID;
                if (sender.Mode != mode.Mode)
                {
                    sender.Mode = mode.Mode;
                    NetManager.BroadcastExcept(mode, sender);
                }
                break;
            }

            //When a player requests to join a room
            case MessageTypes.JoinRoom:
            {
                if (sender == null)         //If the sender isn't null, then they are already in a room
                {
                    JoinRoomMessage msg    = new JoinRoomMessage(inc);
                    int             newMap = Maps.IndexOf(Server.MapFromID(msg.ID));
                    LoginMessage    login  = Server.Logins[inc.SenderConnection.RemoteUniqueIdentifier];     //Fetch stored login from dictionary
                    Maps[newMap].Players.Add(new Player(Maps[newMap], Maps[newMap].Spawn, login.Username, inc.SenderConnection.RemoteUniqueIdentifier, Server.FindEmptyID(Maps[newMap]))
                        {
                            Tint = login.Color
                        });
                    sender = Server.PlayerFromRUI(inc.SenderConnection.RemoteUniqueIdentifier, true);
                    NetManager.Send(new InitMessage(sender.Map), sender);
                    //Send message to player notifing he is connected and ready
                    NetManager.Send(new PlayerJoinMessage(sender.Username, sender.ID, true, sender.Tint), sender);

                    //Log message
                    Log.WriteLine(LogType.Room, "{0} joined: {1}", login.Username, Maps[newMap].Name);
                    //Send message to everyone notifying of new user
                    NetManager.BroadcastExcept(new PlayerJoinMessage(sender.Username, sender.ID, false, sender.Tint), sender);
                    //Let new player know of all existing players and their states (Mode, Position, Smiley)
                    foreach (Player player in sender.Map.Players)
                    {
                        if (player.ID != sender.ID)
                        {
                            NetManager.Send(new PlayerJoinMessage(player.Username, player.ID, false, player.Tint), sender);
                            NetManager.Send(new PlayerStateMessage(player), sender);
                            if (player.Mode != PlayerMode.Normal)
                            {
                                NetManager.Send(new PlayerModeMessage(player), sender);
                            }
                            if (player.Smiley != SmileyType.Default)
                            {
                                NetManager.Send(new PlayerSmileyMessage(player, player.Smiley), sender);
                            }
                        }
                    }
                }
                break;
            }

            //When a player requests to make a room
            case MessageTypes.CreateRoom:     //If the sender isn't null, then they are already in a room
            {
                if (sender == null)
                {
                    CreateRoomMessage msg = new CreateRoomMessage(inc);
                    Map          newMap   = Server.CreateMap(msg.Name, msg.Description);
                    LoginMessage login    = Server.Logins[inc.SenderConnection.RemoteUniqueIdentifier];      //Fetch stored login from dictionary
                    newMap.Players.Add(new Player(newMap, newMap.Spawn, login.Username, inc.SenderConnection.RemoteUniqueIdentifier, Server.FindEmptyID(newMap))
                        {
                            Tint = login.Color
                        });
                    sender = Server.PlayerFromRUI(inc.SenderConnection.RemoteUniqueIdentifier, true);
                    //Send message to player notifing he is connected and ready
                    NetManager.Send(new InitMessage(sender.Map), sender);
                    NetManager.Send(new PlayerJoinMessage(sender.Username, sender.ID, true, sender.Tint), sender);
                    //Log message
                    Log.WriteLine(LogType.Room, "{0} created room: {1}", login.Username, newMap.Name);
                }
                break;
            }
            }
        }