コード例 #1
0
ファイル: GameServerGame.cs プロジェクト: Amitkapadi/WISP
        /// <summary>
        /// Adds a player to the passive Observers list
        /// </summary>
        /// <param name="character">the character to add</param>
        /// <returns></returns>
        public virtual bool AddObserver(ServerCharacterInfo character, ref string msg)
        {
            lock (m_Game.AllObserversSyncRoot)
            {
                if (!CanAddObserver(character, ref msg))
                {
                    return(false);
                }

                Observers.Add(character.ID, character);
                character.SetCurrentGame(this);
                AllObservers = (List <ICharacterInfo>)Observers.Values.ToList <ICharacterInfo>();
                OnObserverAdded(character);
            }

            return(true);
        }
コード例 #2
0
ファイル: GameServerGame.cs プロジェクト: Amitkapadi/WISP
        /// <summary>
        /// Gets called when a player is removed from the game
        /// </summary>
        /// <param name="character"></param>
        protected virtual void OnPlayerRemoved(ServerCharacterInfo toon, string reason, bool playerInitiated)
        {
            toon.SetCurrentGame(null);

            // Update game stats in game listing DB
            DB.Instance.Lobby_UpdateGameForServer(this);

            // Send notification to player that player left, including game state update. Player is no longer part of "AllPlayers"  list at this point, so we
            // have to manually send this notification to them.
            SendGamePropertiesUpdateToPlayer(toon, this.Properties.ID, this.Properties.AllProperties);
            SendMatchChangeNotificationToPlayer(toon, MatchNotificationType.PlayerRemoved, toon, reason, false);

            // Broadcast to all remaining players
            SendMatchChangeNotificationToPlayers(MatchNotificationType.PlayerRemoved, toon, reason, false);
            SendGamePropertiesUpdateToPlayers(this.Properties.ID, this.Properties.AllProperties);

            // Set new game owner if necessary
            if (Owner == toon.ID)
            {
                if (AllPlayers.Count > 0)
                {
                    Owner = AllPlayers[0].ID;
                    BroadcastGameInfoMessage(AllPlayers[0].CharacterName + " is now the owner of this game.", true);
                    PropertyBag props = new PropertyBag();
                    props.SetProperty("NewOwner", Owner);
                    BroadcastGameMessage((int)LobbyGameMessageSubType.NewOwner, props, true, false, false);
                }
            }

            // when a player leaves the game, they go back to Central
            if (CurrentGameState == GameState.Lobby || CurrentGameState == GameState.Started)
            {
                string address  = "";
                int    port     = 0;
                string serverId = "";
                if (!GSLobbyInboundPlayerConnection.GetCentralHandoffAddress(ref address, ref port, ref serverId))
                {
                    toon.OwningAccount.MyConnection.KillConnection("Unable to host player on this server.  No lobby server found to hand off too after leaving game.");
                    return;
                }
                toon.OwningAccount.TransferToServerUnassisted(address, port, Guid.Empty, "Lobby Server", serverId);
            }
        }
コード例 #3
0
ファイル: GameServerGame.cs プロジェクト: Amitkapadi/WISP
        /// <summary>
        /// Adds a player to the active Players list
        /// </summary>
        /// <param name="character">the character to add</param>
        /// <returns></returns>
        public virtual bool AddPlayer(ServerCharacterInfo character, ref string msg)
        {
            lock (m_Game.AllPlayersSyncRoot)
            {
                if (Players.ContainsKey(character.ID) || !CanAddPlayer(character, ref msg))
                {
                    return(false);
                }

                if (CurrentGameState == GameState.Started)
                {
                    // player was adde after game started.  add to active list
                    EverActivePlayers.Remove(character.ID);
                    EverActivePlayers.Add(character.ID, character);
                }

                Players.Add(character.ID, character);
                character.SetCurrentGame(this);
                AllPlayers = (List <ICharacterInfo>)Players.Values.ToList <ICharacterInfo>();
                OnPlayerAdded(character);
            }

            return(true);
        }
コード例 #4
0
ファイル: GameServerGame.cs プロジェクト: Amitkapadi/WISP
 /// <summary>
 /// Gets called when a player is removed from the observers
 /// </summary>
 /// <param name="character">the player that was removed</param>
 protected virtual void OnObserverRemoved(ServerCharacterInfo character)
 {
     character.SetCurrentGame(null);
     SendMatchChangeNotificationToPlayers(MatchNotificationType.ObserverRemoved, character, "", false);
     DB.Instance.Lobby_UpdateGameForServer(this);
 }