コード例 #1
0
        private static void HandleLogin(int connectionId, byte[] data)
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteBytes(data);
            int    packageID = buffer.ReadInteger();
            string username  = buffer.ReadString();
            string password  = buffer.ReadString();

            var mySQLConnection = new MySqlConnection(MySQL.CreateConnectionString());

            try
            {
                mySQLConnection.Open();
                Console.WriteLine("Player {0} Succesfully connected to MySQL Server '{1}'", username, mySQLConnection.ToString());
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
                throw;
            }

            //ArrayList allCards = Database.TakeAllCardsWithInformation(mySQLConnection); //TODO: REWORK WHEN CHANGE HEAL ITEM LOGIC



            mySQLConnection.Close();

            ServerTCP.PACKET_SendAllCards(connectionId);



            //if (!Database.AccountExist(username))
            //{
            //    ServerTCP.PACKET_AlertMsg(connectionId, "Account doesn't exist!");
            //    return;
            //}

            //if (!Database.PasswordOK(username, password))
            //{
            //    ServerTCP.PACKET_AlertMsg(connectionId, "Password is incorrect!");
            //    return;
            //}

            Console.WriteLine("Player '{0}' succesfully logged into his account", username);
            ServerTCP.PACKET_LoadMenu(connectionId, username);
        }
コード例 #2
0
ファイル: ServerTCP.cs プロジェクト: DanMagor/WildCardServer
        private static void ClientConnectCallback(IAsyncResult result)
        {
            TcpClient tempClient = serverSocket.EndAcceptTcpClient(result);

            serverSocket.BeginAcceptTcpClient(new AsyncCallback(ClientConnectCallback), null);

            for (int i = 1; i < Constants.MAX_PLAYERS; i++)
            {
                if (clientObjects[i].socket == null)
                {
                    clientObjects[i] = new ClientObject(tempClient, i);

                    Console.WriteLine("Incoming Connection from {0}", clientObjects[i].socket.Client.RemoteEndPoint.ToString());

                    ServerTCP.PACKET_WelcomeMsg(i, "Welcome to my Server");
                    return;
                }
            }
        }
コード例 #3
0
        //TODO Rework Logic for random cards for EACH Player from DB
        private void SendCards()
        {
            //TODO CHANGE, NOW WORKS ONLY FOR ATTACK CARDS
            ArrayList cards = new ArrayList();

            Random rand = new Random();

            //Add Attack Card
            // TODO: GET BACK, DEBAGGING:
            cards.Add(Constants.attackCards.ElementAt(rand.Next(0, Constants.attackCards.Count)).Key);
            //cards.Add(36);

            //Add Heal Card
            cards.Add(Constants.healCards.ElementAt(rand.Next(0, Constants.healCards.Count)).Key);

            //Add Item Card
            cards.Add(Constants.itemCards.ElementAt(rand.Next(0, Constants.itemCards.Count)).Key);


            ServerTCP.PACKET_SendCards(p1.connectionID, cards);
            ServerTCP.PACKET_SendCards(p2.connectionID, cards);
        }
コード例 #4
0
 public void InitializeMatch()
 {
     ServerTCP.PACKET_LoadMatch(p1.connectionID, matchID);
     ServerTCP.PACKET_LoadMatch(p2.connectionID, matchID);
 }
コード例 #5
0
        private void SendResults()
        {
            int p1SelectedCardID = p1.selectedCardID;
            int p2SelectedCardID = p2.selectedCardID;
            //Send Info to each player in format: playerHealth, EnemyHealth, PlayerBullets, EnemyBullets, PlayerCard, EnemyCard //Later add: PlayerAction, EnemyAction for animation
            //for player1:
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger(p1.Health);
            buffer.WriteInteger(p2.Health);
            buffer.WriteInteger(p1.Bullets);
            buffer.WriteInteger(p2.Bullets);
            buffer.WriteInteger(p1.results.accuracy);
            buffer.WriteInteger(p2.results.accuracy);


            //Send Active Effects
            //For Player
            buffer.WriteInteger(p1.effects.Count); //Write Number of Effects
            foreach (var eff in p1.effects.Keys)
            {
                buffer.WriteInteger(eff);
                buffer.WriteInteger(p1.effects[eff].Item1); //Value
                buffer.WriteInteger(p1.effects[eff].Item2); //Duration Time
            }
            //And for opponent
            buffer.WriteInteger(p2.effects.Count); //Write Number of Effects
            foreach (var eff in p2.effects.Keys)
            {
                buffer.WriteInteger(eff);
                buffer.WriteInteger(p2.effects[eff].Item1); //Value
                buffer.WriteInteger(p2.effects[eff].Item2); //Duration Time
            }

            buffer.WriteInteger(p1SelectedCardID);
            buffer.WriteInteger(p2SelectedCardID);

            //for player2:
            ByteBuffer buffer2 = new ByteBuffer();

            buffer2.WriteInteger(p2.Health);
            buffer2.WriteInteger(p1.Health);
            buffer2.WriteInteger(p2.Bullets);
            buffer2.WriteInteger(p1.Bullets);
            buffer2.WriteInteger(p2.results.accuracy);
            buffer2.WriteInteger(p1.results.accuracy);
            //For Player
            buffer2.WriteInteger(p2.effects.Count); //Write Number of Effects
            foreach (var eff in p2.effects.Keys)
            {
                buffer2.WriteInteger(eff);
                buffer2.WriteInteger(p2.effects[eff].Item1); //Value
                buffer2.WriteInteger(p2.effects[eff].Item2); //Duration Time
            }
            //For Opponent
            buffer2.WriteInteger(p1.effects.Count); //Write Number of Effects
            foreach (var eff in p1.effects.Keys)
            {
                buffer2.WriteInteger(eff);
                buffer2.WriteInteger(p1.effects[eff].Item1); //Value
                buffer2.WriteInteger(p1.effects[eff].Item2); //Duration Time
            }

            buffer2.WriteInteger(p2SelectedCardID);
            buffer2.WriteInteger(p1SelectedCardID);

            //Set Ready to false, for animations
            p1.Ready = false;
            p2.Ready = false;
            //deselect cards:


            //Sending:
            ServerTCP.PACKET_ShowResult(p1.connectionID, buffer.ToArray());
            ServerTCP.PACKET_ShowResult(p2.connectionID, buffer2.ToArray());
        }
コード例 #6
0
ファイル: Program.cs プロジェクト: DanMagor/WildCardServer
 static void Main(string[] args)
 {
     InitializeConsoleThread();
     ServerHandleData.InitializePacketListener();
     ServerTCP.InitializeServer();
 }