コード例 #1
0
        public bool SendToClient(GameClient cl, CSharpGame.Message mes)
        {
            try
            {
                Byte[] outbytes = CSharpGame.SerializationUnit.SerializeObject(mes);
                Socket s        = cl.Sock;

                if (s.Connected)
                {
                    System.Console.WriteLine("send seat to {0}, {1}", cl.Name, (string)mes.userSender);
                    // s.Send(outbytes, outbytes.Length, 0);
                    //加密
                    Byte[] enbytes = DES.Enbyte(outbytes, outbytes.Length);
                    //ns.Write(outbytes, 0, outbytes.Length);
                    s.Send(enbytes, enbytes.Length, 0);
                }

                return(true);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
                return(false);
            }
        }
コード例 #2
0
 private void BroadcastClient(CSharpGame.Message msg)
 {
     foreach (GameClient cl in clients)
     {
         SendToClient(cl, msg);
     }
 }
コード例 #3
0
        private void SentToUser(CSharpGame.Message msg, string user)
        {
            int        find = findGameClient(user);
            GameClient gl   = (GameClient)clients[find];

            SendToClient(gl, msg);
        }
コード例 #4
0
 private void BroadcastRoom(CSharpGame.Message msg)
 {
     foreach (GameClient cl in clients)
     {
         if (cl.TableIdx == (int)msg.Num)
         {
             SendToClient(cl, msg);
         }
     }
 }
コード例 #5
0
        private void ProcessGamMsg(CSharpGame.Message gamMsg)
        {
            // 指向同一房间内的玩家广播
            BroadcastRoom(gamMsg);

            // 服务器处理客户端的游戏情况
            MsgGame msgGame = (MsgGame)gamMsg.msgContent;
            int     tabIdx  = msgGame.tableIdx;
            int     seatIdx = msgGame.seatIdx;

            int ret = tables[tabIdx].PlayerCleanPair(seatIdx);

            if (ret == 2)
            {
                // players win
                MsgSys sysGameOver = new MsgSys();
                sysGameOver.sysType    = MsgSysType.GameOver;
                sysGameOver.sysContent = tabIdx;
                CSharpGame.Message m = new CSharpGame.Message(sysGameOver);
                m.userSender = msgGame.userName;
                BroadcastClient(m);

                // 一些房间的游戏信息清空
                tables[tabIdx].readycount = 0;
                //tables[tabIdx].usercount = 0;
                tables[tabIdx].tabelEable = false;
            }
            else if (ret == 1)
            {
                // player 完成一幅牌
                // tables[tabIdx].gameRound[seatIdx]++;
                MsgSys sysReset = new MsgSys();
                sysReset.sysType    = MsgSysType.NewRound;
                sysReset.sysContent = tables[tabIdx].GetGameForPlayer(seatIdx);
                CSharpGame.Message m = new CSharpGame.Message(sysReset);
                m.userSender = msgGame.userName;
                m.Num        = tabIdx;
                m.reciType   = ReciveType.Room;
                BroadcastRoom(m);
                //SentToUser(m, msgGame.userName);
            }
        }
コード例 #6
0
        private void sendCurrentTables(string username)
        {
            GameClient toUser = null;

            foreach (GameClient gc in clients)
            {
                if (gc.Name == username)
                {
                    toUser = gc;
                    break;
                }
            }
            if (toUser == null)
            {
                return;
            }

            foreach (GameClient gcc in clients)
            {
                if (gcc.Name == username)
                {
                    continue;
                }
                if (gcc.TableIdx != -1)
                {
                    MsgSys sysMsg = new MsgSys();
                    sysMsg.sysType    = MsgSysType.Seat;
                    sysMsg.sysContent = new int[] { gcc.TableIdx, gcc.SeatIdx };
                    CSharpGame.Message msg = new CSharpGame.Message(sysMsg);
                    msg.userSender = gcc.Name;

                    SendToClient(toUser, msg);
                    //BroadcastClient(msg);
                }
            }
        }
コード例 #7
0
        private void ServiceClient()
        {
            Socket    client    = clientsocket;
            bool      keepalive = true; //各个客户Socket线程存活的标识
            Hashtable duizhan   = new Hashtable();

            while (keepalive)
            {
                try
                {
                    Byte[] LInfor   = new Byte[1024];
                    int    msglen   = client.Receive(LInfor, LInfor.Length, 0);
                    Byte[] realDate = new Byte[msglen];
                    System.Buffer.BlockCopy(LInfor, 0, realDate, 0, msglen);

                    Byte[] realDateDeCode = DES.Debyte(realDate, msglen);//解密

                    // CSharpGame.Message clientMsg = (CSharpGame.Message)(CSharpGame.SerializationUnit.DeserializeObject(realDate));
                    CSharpGame.Message clientMsg = (CSharpGame.Message)(CSharpGame.SerializationUnit.DeserializeObject(realDateDeCode));
                    switch (clientMsg.msgType)
                    {
                    case MsgType.Sys:
                    {
                        ProcessSysMsg(clientMsg, client);
                    }
                    break;

                    case MsgType.Game:
                    {
                        ProcessGamMsg(clientMsg);
                    }
                    break;

                    case MsgType.Chat:
                    {
                    }
                    break;
                    }
                }
                catch (System.Exception ex)
                {
                    //用户意外掉线的处理,从hashtable中找到用户,然后在clients中干掉用户
                    string duanxian = (string)userandsocket[client];
                    if (duanxian != null)
                    {
                        userandsocket.Remove(client);

                        MsgSys sysBroadcast = new MsgSys();
                        sysBroadcast.sysType    = MsgSysType.Exit;
                        sysBroadcast.sysContent = duanxian;
                        BroadcastClient(new CSharpGame.Message(sysBroadcast));
                        int remove = findGameClient((string)sysBroadcast.sysContent);
                        if (remove != -1)
                        {
                            GameClient gc = (GameClient)clients[remove];
                            if (gc.TableIdx != -1)
                            {
                                if (tables[gc.TableIdx].readycount != 0)//用户意外掉线后清空用户所在桌子数据
                                {
                                    tables[gc.TableIdx].readycount--;
                                }
                                if (tables[gc.TableIdx].usercount != 0)
                                {
                                    tables[gc.TableIdx].usercount--;
                                }
                            }
                            clients.RemoveAt(remove);
                        }

                        client.Close();
                    }
                }
            }
        }
コード例 #8
0
        private void ProcessSysMsg(CSharpGame.Message _sysMsg, Socket client)
        {
            MsgSys sysMsg    = (MsgSys)_sysMsg.msgContent;
            string curr_user = _sysMsg.userSender;

            switch (sysMsg.sysType)
            {
            case MsgSysType.Login:
            {
                MsgSys s = new MsgSys();
                s.sysType = MsgSysType.Judge;
                string[] user_pwd = (string[])sysMsg.sysContent;


                if (user_pwd == null || user_pwd.Length != 2 ||
                    JudgeUserLogin(user_pwd[0], user_pwd[1]) == false)
                {
                    s.sysContent = false;
                    GameClient newGC = new GameClient(user_pwd[0], null, clientservice, client);
                    SendToClient(newGC, new CSharpGame.Message(s));
                }
                else if (findGameClient(user_pwd[0]) != -1)        //重名登录

                {
                    s.sysContent = false;
                    GameClient newGC = new GameClient(user_pwd[0], null, clientservice, client);

                    SendToClient(newGC, new CSharpGame.Message(s));
                }
                else
                {
                    s.sysContent = true;
                    GameClient newGC = new GameClient(user_pwd[0], null, clientservice, client);
                    clients.Add(newGC);
                    userandsocket[client] = user_pwd[0];
                    SendToClient(newGC, new CSharpGame.Message(s));
                }
            }
            break;

            case MsgSysType.Online:
            {
                GameClient newGC = new GameClient((string)sysMsg.sysContent, null, clientservice, client);



                if (clients.Count != 0)
                {
                    // 写个 广播函数
                    // 因为会有很多 广播操作。。
                    MsgSys sysBroadcast = new MsgSys();
                    sysBroadcast.sysType    = MsgSysType.Join;
                    sysBroadcast.sysContent = sysMsg.sysContent;
                    // BroadcastClient(new CSharpGame.Message(sysBroadcast));
                    foreach (GameClient cl in clients)
                    {
                        if (!cl.Name.Equals((string)sysMsg.sysContent))
                        {
                            SendToClient(cl, new CSharpGame.Message(sysBroadcast));
                        }
                    }

                    Thread.Sleep(100);
                    MsgSys sendback = new MsgSys();
                    sendback.sysType = MsgSysType.List;
                    List <string> userList = GetUserNameList();
                    sendback.sysContent = userList;
                    SendToClient(newGC, new CSharpGame.Message(sendback));
                }

                Thread.Sleep(300);
                sendCurrentTables((string)sysMsg.sysContent);
                for (int i = 0; i < 9; i++)
                {
                    if (tables[i].tabelEable)
                    {
                        MsgSys sysGameOn = new MsgSys();
                        sysGameOn.sysType    = MsgSysType.GameOn;
                        sysGameOn.sysContent = i;
                        SendToClient(newGC, new CSharpGame.Message(sysGameOn));
                    }
                }
            }
            break;

            case MsgSysType.Offline:
            {
                MsgSys sysBroadcast = new MsgSys();
                sysBroadcast.sysType    = MsgSysType.Exit;
                sysBroadcast.sysContent = sysMsg.sysContent;
                //BroadcastClient(new CSharpGame.Message(sysBroadcast));
                foreach (GameClient cl in clients)
                {
                    if (!cl.Name.Equals((string)sysMsg.sysContent))
                    {
                        SendToClient(cl, new CSharpGame.Message(sysBroadcast));
                    }
                }
                int remove = findGameClient((string)sysMsg.sysContent);
                if (remove != -1)
                {
                    clients.RemoveAt(remove);
                }
                client.Close();
            }
            break;

            case MsgSysType.Ready:
            {
                //客户端还要传桌子号过来
                int        find = findGameClient(curr_user);
                GameClient gl   = (GameClient)clients[find];
                total = (int)sysMsg.sysContent;
                //int tableIndex = (int)sysMsg.sysContent;
                //gl.TableIdx = tableIndex;
                int tableIndex = gl.TableIdx;
                tables[tableIndex].readycount++;

                ////发回玩家准备消息,显示界面
                //MsgSys readyMsg = new MsgSys();
                //readyMsg.sysType = MsgSysType.ReadyMsg;
                ////sysBroadcast.sysContent = //gameResetStatus[0];
                //readyMsg.sysContent = curr_user;
                //CSharpGame.Message readymsg = new CSharpGame.Message(readyMsg);
                //readymsg.Num = tableIndex;
                //BroadcastRoom(readymsg);

                if (tables[tableIndex].readycount == tables[tableIndex].usercount)
                {
                    //首先发送消息通知客户端,某房间游戏已经开始
                    MsgSys sysGameOn = new MsgSys();
                    sysGameOn.sysType    = MsgSysType.GameOn;
                    sysGameOn.sysContent = tableIndex;
                    BroadcastClient(new CSharpGame.Message(sysGameOn));


                    // 完成牌数的功能 在InitGame前 设置tableInfo中的totalRound 以最后一个设置的为准
                    tables[tableIndex].totalRound = total;
                    tables[tableIndex].tabelEable = true;

                    //发送开始
                    InitTableGame(tableIndex);
                    MsgSys sysBroadcast = new MsgSys();
                    sysBroadcast.sysType = MsgSysType.Begin;
                    //sysBroadcast.sysContent = //gameResetStatus[0];
                    sysBroadcast.sysContent = tables[tableIndex].gameResetStatus[0];
                    CSharpGame.Message m = new CSharpGame.Message(sysBroadcast);
                    m.Num = tableIndex;
                    BroadcastRoom(m);
                }
            }
            break;

            case MsgSysType.GameStart:
            {
                //服务器生成初始数据,图片数组,副数广播

                InitGameStatus();
                //MsgSys sysBegin = new MsgSys();
                //sysBegin.sysType = MsgSysType.Begin;
                //sysBegin.sysContent = gameResetStatus[0];
                //SendToClient(newGC, new CSharpGame.Message(sysBegin));
                MsgSys sysBroadcast = new MsgSys();
                sysBroadcast.sysType    = MsgSysType.Begin;
                sysBroadcast.sysContent = gameResetStatus[0];
                BroadcastClient(new CSharpGame.Message(sysBroadcast));
            }
            break;

            case MsgSysType.Seat:
            {
                //
                // 首先更新当前发生者gc的状态
                //
                int[] temp = (int[])sysMsg.sysContent;
                tables[temp[0]].usercount++;
                string userSend = (string)_sysMsg.userSender;
                foreach (GameClient gc in clients)
                {
                    if (gc.Name == userSend)
                    {
                        gc.TableIdx = temp[0];
                        gc.SeatIdx  = temp[1];
                    }
                }

                // 把消息转发给所有人 通知客户端更新seat的信息
                BroadcastClient(_sysMsg);
            }
            break;

            case MsgSysType.LeaveRoom:
            {
                //
                // 首先更新当前发生者gc的状态
                //
                int[] temp = (int[])sysMsg.sysContent;
                if (tables[temp[0]].usercount != 0)
                {
                    tables[temp[0]].usercount--;
                }

                string userSend = (string)_sysMsg.userSender;
                foreach (GameClient gc in clients)
                {
                    if (gc.Name == userSend)
                    {
                        gc.TableIdx = -1;
                    }
                }

                // 把消息转发给所有人 通知客户端更新seat的信息
                BroadcastClient(_sysMsg);
                //if (tables[temp[0]].tabelEable)
                //{
                //    tables[temp[0]].readycount--;
                //}
                if (tables[temp[0]].readycount != 0)
                {
                    tables[temp[0]].readycount--;
                }

                // 如果是在游戏中退出的,且如果是该游戏的最后一名玩家,
                // 则通知所有人该房间游戏结束
                if (tables[temp[0]].readycount == 0 && tables[temp[0]].tabelEable)
                {
                    MsgSys sysGameOver = new MsgSys();
                    sysGameOver.sysType    = MsgSysType.GameOver;
                    sysGameOver.sysContent = temp[0];
                    CSharpGame.Message m = new CSharpGame.Message(sysGameOver);
                    m.userSender = "Server";
                    BroadcastClient(m);

                    tables[temp[0]].tabelEable = false;
                }
            }
            break;

            case MsgSysType.TableNoSeat:
            {
                ;
            }
            break;

            case MsgSysType.FreshGameArea:
            {
                BroadcastRoom(_sysMsg);
            }
            break;
            }
        }