コード例 #1
0
ファイル: EntityManager.cs プロジェクト: jdc20181/OpenCraft
        private void SendEntityToClient(RemoteClient client, IEntity entity)
        {
            if (entity.EntityID == -1)
            {
                return; // We haven't finished setting this entity up yet
            }
            client.Log("Spawning entity {0} ({1}) at {2}", entity.EntityID, entity.GetType().Name, (Coordinates3D)entity.Position);
            RemoteClient spawnedClient = null;

            if (entity is PlayerEntity)
            {
                spawnedClient = (RemoteClient)GetClientForEntity(entity as PlayerEntity);
            }
            client.KnownEntities.Add(entity);
            client.QueuePacket(entity.SpawnPacket);
            if (entity is IPhysicsEntity)
            {
                var pentity = entity as IPhysicsEntity;
                client.QueuePacket(new EntityVelocityPacket
                {
                    EntityID  = entity.EntityID,
                    XVelocity = (short)(pentity.Velocity.X * 320),
                    YVelocity = (short)(pentity.Velocity.Y * 320),
                    ZVelocity = (short)(pentity.Velocity.Z * 320),
                });
            }
            if (entity.SendMetadataToClients)
            {
                client.QueuePacket(new EntityMetadataPacket(entity.EntityID, entity.Metadata));
            }
            if (spawnedClient != null)
            {
                // Send equipment when spawning player entities
                client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                                                             0, spawnedClient.SelectedItem.ID, spawnedClient.SelectedItem.Metadata));
                client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                                                             4, spawnedClient.InventoryWindow.Armor[0].ID, spawnedClient.InventoryWindow.Armor[0].Metadata));
                client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                                                             3, spawnedClient.InventoryWindow.Armor[1].ID, spawnedClient.InventoryWindow.Armor[1].Metadata));
                client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                                                             2, spawnedClient.InventoryWindow.Armor[2].ID, spawnedClient.InventoryWindow.Armor[2].Metadata));
                client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                                                             1, spawnedClient.InventoryWindow.Armor[3].ID, spawnedClient.InventoryWindow.Armor[3].Metadata));
            }
        }
コード例 #2
0
ファイル: MultiplayerServer.cs プロジェクト: bac0id/TrueCraft
        private void AcceptClient(object sender, SocketAsyncEventArgs args)
        {
            try {
                var client = new RemoteClient(this, PacketReader, PacketHandlers, args.AcceptSocket);

                lock (ClientLock)
                    Clients.Add(client);
            }
            catch {
                // Who cares
            }
            finally {
                args.AcceptSocket = null;

                if (!ShuttingDown && !Listener.Server.AcceptAsync(args))
                {
                    AcceptClient(this, args);
                }
            }
        }
コード例 #3
0
ファイル: MultiplayerServer.cs プロジェクト: ac682/TrueCraft
        private void AcceptClient(object sender, SocketAsyncEventArgs args)
        {
            try
            {
                var client = new RemoteClient(this, PacketReader, PacketHandlers, args.AcceptSocket);

                lock (ClientLock)
                    Clients.Add(client);
            }
            catch
            {
                // Who cares
            }
            finally
            {
                args.AcceptSocket = null;

                if (!ShuttingDown && !Listener.Server.AcceptAsync(args))
                    AcceptClient(this, args);
            }
        }
コード例 #4
0
ファイル: EntityManager.cs プロジェクト: Gbear605/TrueCraft
 private void SendEntityToClient(RemoteClient client, IEntity entity)
 {
     if (entity.EntityID == -1)
         return; // We haven't finished setting this entity up yet
     client.Log("Spawning entity {0} ({1}) at {2}", entity.EntityID, entity.GetType().Name, (Coordinates3D)entity.Position);
     RemoteClient spawnedClient = null;
     if (entity is PlayerEntity)
         spawnedClient = (RemoteClient)GetClientForEntity(entity as PlayerEntity);
     client.KnownEntities.Add(entity);
     client.QueuePacket(entity.SpawnPacket);
     if (entity is IPhysicsEntity)
     {
         var pentity = entity as IPhysicsEntity;
         client.QueuePacket(new EntityVelocityPacket
             {
                 EntityID = entity.EntityID,
                 XVelocity = (short)(pentity.Velocity.X * 320),
                 YVelocity = (short)(pentity.Velocity.Y * 320),
                 ZVelocity = (short)(pentity.Velocity.Z * 320),
             });
     }
     if (entity.SendMetadataToClients)
         client.QueuePacket(new EntityMetadataPacket(entity.EntityID, entity.Metadata));
     if (spawnedClient != null)
     {
         // Send equipment when spawning player entities
         client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                 0, spawnedClient.SelectedItem.ID, spawnedClient.SelectedItem.Metadata));
         client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                 4, spawnedClient.InventoryWindow.Armor[0].ID, spawnedClient.InventoryWindow.Armor[0].Metadata));
         client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                 3, spawnedClient.InventoryWindow.Armor[1].ID, spawnedClient.InventoryWindow.Armor[1].Metadata));
         client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                 2, spawnedClient.InventoryWindow.Armor[2].ID, spawnedClient.InventoryWindow.Armor[2].Metadata));
         client.QueuePacket(new EntityEquipmentPacket(entity.EntityID,
                 1, spawnedClient.InventoryWindow.Armor[3].ID, spawnedClient.InventoryWindow.Armor[3].Metadata));
     }
 }
コード例 #5
0
ファイル: EntityManager.cs プロジェクト: Gbear605/TrueCraft
 internal void UpdateClientEntities(RemoteClient client)
 {
     var entity = client.Entity;
     // Calculate entities you shouldn't know about anymore
     for (int i = 0; i < client.KnownEntities.Count; i++)
     {
         var knownEntity = client.KnownEntities[i];
         if (knownEntity.Position.DistanceTo(entity.Position) > client.ChunkRadius * Chunk.Depth)
         {
             client.QueuePacket(new DestroyEntityPacket(knownEntity.EntityID));
             client.KnownEntities.Remove(knownEntity);
             i--;
             // Make sure you're despawned on other clients if you move away from stationary players
             if (knownEntity is PlayerEntity)
             {
                 var c = (RemoteClient)GetClientForEntity(knownEntity as PlayerEntity);
                 if (c.KnownEntities.Contains(entity))
                 {
                     c.KnownEntities.Remove(entity);
                     c.QueuePacket(new DestroyEntityPacket(entity.EntityID));
                     c.Log("Destroying entity {0} ({1})", knownEntity.EntityID, knownEntity.GetType().Name);
                 }
             }
             client.Log("Destroying entity {0} ({1})", knownEntity.EntityID, knownEntity.GetType().Name);
         }
     }
     // Calculate entities you should now know about
     var toSpawn = GetEntitiesInRange(entity, client.ChunkRadius);
     foreach (var e in toSpawn)
     {
         if (e != entity && !client.KnownEntities.Contains(e))
         {
             SendEntityToClient(client, e);
             // Make sure other players know about you since you've moved
             if (e is PlayerEntity)
             {
                 var c = (RemoteClient)GetClientForEntity(e as PlayerEntity);
                 if (!c.KnownEntities.Contains(entity))
                     SendEntityToClient(c, entity);
             }
         }
     }
 }