コード例 #1
0
        /// <summary>
        /// Handles when the connected descriptor sends input
        /// </summary>
        /// <param name="e">the events of the message</param>
        public override void OnMessage(string message)
        {
            if (_currentPlayer == null)
            {
                OnError(new Exception("Invalid character; please reload the client and try again."));
                return;
            }

            IEnumerable <string> errors = Interpret.Render(message, _currentPlayer);

            //It only sends the errors
            if (errors.Any(str => !string.IsNullOrWhiteSpace(str)))
            {
                SendOutput(errors);
            }
        }
コード例 #2
0
        /// <summary>
        /// Handles when the connected descriptor sends input
        /// </summary>
        /// <param name="e">the events of the message</param>
        protected override void OnMessage(MessageEventArgs e)
        {
            if (_currentPlayer == null)
            {
                SendWrapper("Invalid character; please reload the client and try again.");
                this.Context.WebSocket.Close(CloseStatusCode.Abnormal, "connection aborted - no player");;
            }

            var errors = Interpret.Render(e.Data, _currentPlayer);

            //It only sends the errors
            if (errors.Any(str => !string.IsNullOrWhiteSpace(str)))
            {
                SendWrapper(errors);
            }
        }
コード例 #3
0
        /// <summary>
        /// Handles initial connection
        /// </summary>
        protected override void OnOpen()
        {
            var authTicketValue = Context.CookieCollection[".AspNet.ApplicationCookie"].Value;

            GetUserIDFromCookie(authTicketValue);

            UserManager = new ApplicationUserManager(new UserStore <ApplicationUser>(new ApplicationDbContext()));

            var authedUser = UserManager.FindById(_userId);

            var currentCharacter = authedUser.GameAccount.Characters.FirstOrDefault(ch => ch.ID.Equals(authedUser.GameAccount.CurrentlySelectedCharacter));

            if (currentCharacter == null)
            {
                Send("<p>No character selected</p>");
                return;
            }

            //Try to see if they are already live
            _currentPlayer = LiveCache.Get <Player>(currentCharacter.ID);

            //Check the backup
            if (_currentPlayer == null)
            {
                var hotBack = new HotBackup(System.Web.Hosting.HostingEnvironment.MapPath("/HotBackup/"));
                _currentPlayer = hotBack.RestorePlayer(currentCharacter.AccountHandle, currentCharacter.ID);
            }

            //else new them up
            if (_currentPlayer == null)
            {
                _currentPlayer = new Player(currentCharacter);
            }

            _currentPlayer.Descriptor = this;

            //We need to barf out to the connected client the welcome message. The client will only indicate connection has been established.
            var welcomeMessage = new List <String>();

            welcomeMessage.Add(string.Format("Welcome to alpha phase twinMUD, {0}", currentCharacter.FullName()));
            welcomeMessage.Add("Please feel free to LOOK around.");

            _currentPlayer.WriteTo(welcomeMessage);

            //Send the look command in
            Interpret.Render("look", _currentPlayer);
        }
コード例 #4
0
        /// <summary>
        /// Validates the game account from the aspnet cookie
        /// </summary>
        /// <param name="handshake">the headers from the http request</param>
        private void ValidateUser(Cookie cookie)
        {
            //Grab the user
            GetUserIDFromCookie(cookie.Value);

            ApplicationUser authedUser = UserManager.FindById(_userId);

            IPlayerTemplate currentCharacter = authedUser.GameAccount.Characters.FirstOrDefault(ch => ch.Id.Equals(authedUser.GameAccount.CurrentlySelectedCharacter));

            if (currentCharacter == null)
            {
                Send("<p>No character selected</p>");
                return;
            }

            //Try to see if they are already live
            _currentPlayer = LiveCache.GetAll <IPlayer>().FirstOrDefault(player => player.Descriptor != null && player.Descriptor._userId == _userId);

            //Check the backup
            if (_currentPlayer == null)
            {
                PlayerData playerDataWrapper = new PlayerData();
                _currentPlayer = playerDataWrapper.RestorePlayer(currentCharacter.AccountHandle, currentCharacter);
            }

            //else new them up
            if (_currentPlayer == null)
            {
                _currentPlayer = new Player(currentCharacter);
            }

            _currentPlayer.Descriptor = this;

            //We need to barf out to the connected client the welcome message. The client will only indicate connection has been established.
            List <string> welcomeMessage = new List <string>
            {
                string.Format("Welcome to alpha phase Under the Eclipse, {0}", currentCharacter.FullName()),
                "Please feel free to LOOK around."
            };

            _currentPlayer.WriteTo(welcomeMessage);

            //Send the look command in
            Interpret.Render("look", _currentPlayer);

            try
            {
                IEnumerable <IPlayer> validPlayers = LiveCache.GetAll <IPlayer>().Where(player => player.Descriptor != null &&
                                                                                        player.Template <IPlayerTemplate>().Account.Config.WantsNotification(_currentPlayer.AccountHandle, false, AcquaintenceNotifications.EnterGame));

                foreach (IPlayer player in validPlayers)
                {
                    player.WriteTo(new string[] { string.Format("{0} has entered the game.", _currentPlayer.AccountHandle) });
                }

                if (authedUser.GameAccount.Config.GossipSubscriber)
                {
                    GossipClient gossipClient = LiveCache.Get <GossipClient>("GossipWebClient");

                    if (gossipClient != null)
                    {
                        gossipClient.SendNotification(authedUser.GlobalIdentityHandle, Notifications.EnterGame);
                    }
                }
            }
            catch (Exception ex)
            {
                LoggingUtility.LogError(ex, LogChannels.SocketCommunication);
            }
        }