コード例 #1
0
        private void ContinueStateMachineSetup()
        {
            mZoneManager                = new ZoneIdManager();
            mSessionManager             = new SessionManager();
            mUsersManager               = new UsersManager(this);
            mServerObjectRepository     = new ServerObjectRepository(this);
            mDistributedObjectIdManager = new DistributedObjectIdManager();
            mServerEngine               = new ServerEngine(mSessionManager, mServerObjectRepository, SendMessageToReflector);
            mConnectionHandler          = new ConnectionHandler(this);

            // Extensions
            mRoomManager           = new RoomManager(this);
            mFashionMinigameServer = new FashionMinigameServer(this);
            mFriendsManager        = new FriendsManager(this);
            mFriendsManager.mFacebookFriendsReceivedEvent += mFashionMinigameServer.FacebookFriendsReady;
            mAvatarManager       = new AvatarManager(this);
            mPaymentItemsManager = new PaymentItemsManager(this);
            mEscrowManager       = new EscrowManager(this);
            mServerProcessingLoop.AddServerLoopWorker(RemoteCallToService.CallToServiceCallbackManager);
            mAdminManager = new AdminManager(this);

            // This needs to be called to instantiate the instance of TextFilter
            TextFilter tf = TextFilter.Instance;

            //this should be the last thing we create in our startup sequence!!  the server message processor kicks off a loop to process incoming messages
            mServerMessageProcessor = new ServerMessageProcessor(this);
            mServerProcessingLoop.AddServerLoopWorker(mServerMessageProcessor.ServerReflector);
        }
コード例 #2
0
        public void UseEnergy(Message message, Guid sessionId)
        {
            if (!FashionMinigameServer.VerifyMessageData(message, 2, mLogger))
            {
                // Drop the message
                return;
            }

            ServerAccount serverAccount = mGuidToServerAccount(sessionId);
            float         energyToUse   = CheckType.TryAssignType <float>(message.Data[1]);

            GetCurrentEnergyData
            (
                serverAccount,
                delegate(float lastEnergy, float maxEnergy, DateTime lastUpdate)
            {
                List <object> responseData = new List <object>();
                responseData.Add(message.Data[0]);                         // callback Id

                float energy = Energy.CalculateCurrentEnergy(maxEnergy, lastEnergy, lastUpdate);
                if (energy >= energyToUse)
                {
                    float newEnergy = energy - energyToUse;
                    responseData.Add(Energy.UseRequestResult.Success.ToString());
                    responseData.Add(newEnergy.ToString());
                    responseData.Add(maxEnergy.ToString());

                    if (energy == maxEnergy)
                    {
                        SetEnergyRegenDate(serverAccount, DateTime.UtcNow);
                        responseData.Add(DateTime.UtcNow.ToString());
                    }
                    else
                    {
                        responseData.Add(lastUpdate.ToString());
                    }

                    SetEnergy(serverAccount, newEnergy);
                }
                else
                {
                    responseData.Add(Energy.UseRequestResult.NotEnoughEnergy.ToString());
                }

                Message responseMessage = new Message(MessageType.FashionMinigame, responseData);
                mSendMessageToClientCallback(responseMessage, sessionId);
            }
            );
        }
コード例 #3
0
 /// <summary>
 /// On level up, the user gains a little more max energy and their energy is refilled
 /// </summary>
 public void UserLeveledUp(ServerAccount account)
 {
     GetCurrentEnergyData(account, delegate(float energy, float maxEnergy, DateTime rechargeDate)
     {
         // not worried about this silly chain of messages because the client isn't waiting on it
         float newMaxEnergy = maxEnergy + Energy.MAX_ENERGY_INCREASE_PER_LEVEL;
         FashionMinigameServiceAPI.SetGameData(account, PLAYER_MAX_ENERGY, newMaxEnergy,
                                               delegate(XmlDocument maxEnergyResult)
         {
             FashionMinigameServer.VerifySuccess(maxEnergyResult);
             FashionMinigameServiceAPI.SetGameData(account, ENERGY_REGEN_DATE, DateTime.UtcNow,
                                                   delegate(XmlDocument dateResult)
             {
                 FashionMinigameServer.VerifySuccess(dateResult);
                 FashionMinigameServiceAPI.SetGameData(account, PLAYER_ENERGY_KEY, newMaxEnergy.ToString(),
                                                       delegate(XmlDocument currentEnergyResult)
                 {
                     FashionMinigameServer.VerifySuccess(currentEnergyResult);
                 });
             });
         });
     });
 }