Esempio n. 1
0
        internal void HandlePacket <TPlayer>(Type type, TPlayer ws, Authentication.IAuthModule auther, RoomManager <TPlayer> rooms, Stream data)
            where TPlayer : Player, new()
        {
            switch (Activator.CreateInstance(type))
            {
            case IAuthentication auth: {
                if (ProtoSerializer.Deserialize <v1.Authentication>(data, out var __))
                {
                    auth = __;

                    HandleAuth(ws, auther, rooms, auth);
                }
                else
                {
                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to deserialize your authentication packet.")));
                }
            } break;

            case IRegistration reg: {
                if (ProtoSerializer.Deserialize <v1.Registration>(data, out var __))
                {
                    reg = __;

                    HandleReg(ws, auther, rooms, reg);
                }
                else
                {
                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to deserialize your registration packet.")));
                }
            } break;

            case IRoomRequest req: {
                if (ProtoSerializer.Deserialize <v1.RoomRequest>(data, out var __))
                {
                    req = __;

                    HandleRoom(ws, rooms, req);
                }
                else
                {
                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to deserialize your roomrequest packet.")));
                }
            } break;

            case IMessage msg: {
                if (ProtoSerializer.Deserialize <v1.Message>(data, out var __))
                {
                    msg = __;

                    HandleMessage(ws, rooms, msg);
                }
                else
                {
                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to deserialize your message packet.")));
                }
            } break;

            default: break;
            }
        }
Esempio n. 2
0
        private void Login <TPlayer>(TPlayer ws, IAuthentication auth)
            where TPlayer : Player, new()
        {
            // the player isn't authenticated, so we'll log them in
            ws.SetupBy(new PlayerRequest(auth.Username, auth.Password, ws.Socket));

            ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(true)));
        }
Esempio n. 3
0
 internal void HandleMessage <TPlayer>(TPlayer ws, RoomManager <TPlayer> rooms, IMessage msg)
     where TPlayer : Player, new()
 {
     if (ws.ConnectedTo != null)
     {
         var room = (Room <TPlayer>)ws.ConnectedTo;
         room.Message(ws, msg);
     }
     else
     {
         ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "You're not connected to a room!")));
     }
 }
Esempio n. 4
0
        internal void HandleAuth <TPlayer>(TPlayer ws, Authentication.IAuthModule auther, RoomManager <TPlayer> rooms, IAuthentication auth)
            where TPlayer : Player, new()
        {
            if (auth.Username != null && auth.Password != null)
            {
                // ok we want to login

                if (ws.Username == null || ws.Password == null)
                {
                    var res = auther.Login(new Credentials(auth.Username, ws.Socket, new DefaultPassword(auth.Password)), out var token);

                    if (res.Successful)
                    {
                        Login(ws, auth);
                    }
                    else
                    {
                        // send an error message
                    }
                }
                else
                {
                    // send an error message
                }
            }
            else
            {
                //logout

                if (ws.Username != null && ws.Password != null)
                {
                    // the player is authenticated, so we'll log them out

                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(true)));
                }
                else
                {
                    // send an error message
                }
            }
        }
Esempio n. 5
0
        internal void HandleRoom <TPlayer>(TPlayer ws, RoomManager <TPlayer> rooms, IRoomRequest req)
            where TPlayer : Player, new()
        {
            if (req.RoomId != null && req.RoomType != null)
            {
                // room id & type isn't null, connect them to that room

                var room = rooms.FindOrCreateBy(new RoomRequest(req.RoomId, req.RoomType));

                if (room != null)
                {
                    room.Connect(ws);

                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(true)));
                }
                else
                {
                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "A room of that room type couldn't be found.")));
                }
            }
            else
            {
                // it's null

                if (ws.ConnectedTo != null)
                {
                    // if they're connected somewhere, disconnect them

                    var room = ws.ConnectedTo;
                    DisconnectPlayerFrom(rooms, ((Room <TPlayer>)room), ws);

                    ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(true)));
                }
                else
                {
                    // send an error
                }
            }
        }
Esempio n. 6
0
        public override async void Handle <TPlayer>(TPlayer ws, Authentication.IAuthModule auther, RoomManager <TPlayer> rooms, Stream data)
        {
            using (var t = new MemoryStream()) {
                data.CopyTo(t);
                data.Seek(0, SeekOrigin.Begin);
                Console.WriteLine(Convert.ToBase64String(t.ToArray()));
            }
            if (!ProtoSerializer.Deserialize <SimpleIProtoMessageInheriter>(data, out var res))
            {
                await ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to deserialize your message.")));

                return;
            }

            if (!ProtocolDefinition.FindTypeFor(res, out var type))
            {
                await ws.Socket.Send(ProtoSerializer.Serialize(GetSuccess(false, "Unable to find the type for your message.")));

                return;
            }

            HandlePacket(type, ws, auther, rooms, data);
        }