private void Test() { Game g = new Game(); PropertyBag p = new PropertyBag(); g.Properties = p; g.Owner = -1; TurnedGameServerGame tg = new TurnedGameServerGame(g); string msg =""; CharacterInfo ci1 = new CharacterInfo(); ci1.ID = 1; ci1.CharacterName = "Alpha"; ServerCharacterInfo t1 = new ServerCharacterInfo(ci1); tg.AddPlayer(t1, ref msg); CharacterInfo ci2 = new CharacterInfo(); ci2.ID = 2; ci2.CharacterName = "Bravo"; ServerCharacterInfo t2 = new ServerCharacterInfo(ci2); tg.AddPlayer(t2, ref msg); CharacterInfo ci3 = new CharacterInfo(); ci3.ID = 3; ci3.CharacterName = "Charly"; ServerCharacterInfo t3 = new ServerCharacterInfo(ci3); tg.AddPlayer(t3, ref msg); string msg2 =""; tg.StartGame(ref msg2, true); }
public PacketRelay() { OriginServer = ""; TargetServer = ""; From = new CharacterInfo(-1); To = Guid.Empty; Message = new byte[0]; }
private void FirePlayerRemoved(string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms) { if (PlayerRemovedInvoker != null) { PlayerRemovedInvoker(msg, con, player, g, parms); } }
private void FirePlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool result, string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms) { if (PlayerJoinedInvoker != null) { PlayerJoinedInvoker(isFromCentralServer, isFromContentServer, result, msg, con, player, g, parms); } }
public override void Deserialize(byte[] data, Pointer p, bool includeSubComponents) { // General match info Owner = BitPacker.GetInt(data, p); GameID = new Guid(BitPacker.GetString(data, p)); // Options Properties = BitPacker.GetPropertyBag(data, p); // Players int numPlayers = BitPacker.GetInt(data, p); for (int i = 0; i < numPlayers; i++) { CharacterInfo ci = new CharacterInfo(); ci.Properties = BitPacker.GetPropertyBag(data, p); ci.Stats = BitPacker.GetStatBag(data, p); ci.ID = BitPacker.GetInt(data, p); Players.Add(ci.ID, ci); } base.Deserialize(data, p, includeSubComponents); }
private void OnCharacterActivated(INetworkConnection con, Packet gmsg) { PacketGenericMessage msg = gmsg as PacketGenericMessage; CharacterInfo ci = msg.Parms.GetComponentProperty((int)PropertyID.CharacterInfo) as CharacterInfo; CurrentCharacter = ci; FireCharacterActivated(this, EventArgs.Empty); }
protected virtual void OnRequestSelectCharacterReply(INetworkConnection con, Packet reply) { PacketReply p = reply as PacketReply; if (p.ReplyCode != ReplyType.OK) { FireSelectCharacterFailed(p.ReplyMessage); } else if (p.ReplyCode == ReplyType.OK) { CurrentCharacter = p.Parms.GetComponentProperty((int)PropertyID.CharacterInfo) as CharacterInfo; FireCharacterActivated(this, EventArgs.Empty); } }
public ServerCharacterInfo(CharacterInfo characterInfo, Guid ownerId) : this(characterInfo, null) { m_Owner = ownerId; }
public ServerCharacterInfo(CharacterInfo characterInfo, ServerUser owner) { OwningAccount = owner; m_CharacterInfo = characterInfo; OnInitialize(); }
public ServerCharacterInfo(CharacterInfo characterInfo) : this(characterInfo, null) { }
public override void Deserialize(byte[] data, Pointer p, bool includeComponents) { m_CharacterInfo = new Shared.CharacterInfo(); m_CharacterInfo.Deserialize(data, p, includeComponents); ServerUser su = new ServerUser(); su.AuthTicket = Guid.Empty; su.OwningServer = BitPacker.GetString(data, p); su.ID = new Guid(BitPacker.GetString(data, p)); su.AccountName = BitPacker.GetString(data, p); su.Profile = (AccountProfile)BitPacker.GetSerializableWispObject(data, p); su.CurrentCharacter = this; this.TargetResource = new Guid(BitPacker.GetString(data, p)); OwningAccount = su; base.Deserialize(data, p, includeComponents); }
protected ServerCharacterInfo OnCharacterObjectCreate(CharacterInfo ci, ServerUser owner) { if (CharacterObjectCreate != null) { return CharacterObjectCreate(ci, owner); } return new ServerCharacterInfo(CreateNewCharacterShell(), owner); }
/// <summary> /// Creates a default character object with stats and properties based on the XML character template file values. /// </summary> /// <returns></returns> public CharacterInfo CreateNewCharacterShell() { CharacterInfo toon = new CharacterInfo(); toon.Stats.UpdateWithValues(m_CharacterTemplateStats); toon.Properties.UpdateWithValues(m_CharacterTemplateProperties); return toon; }
private void OnGameServer_PlayerRemoved(string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { FirePlayerRemovedFromGame(msg, sender, player, theGame, parms); }
private void OnGameServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { FirePlayerJoinedGame(false, true, success, msg, sender, player, theGame, parms); }
private void OnCentralServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms) { if (theGame == null) { msg += "Unknow game: null"; success = false; } if (success) { m_PendingGameToJoin = theGame; } FirePlayerJoinedGame(true, false, success, msg, sender, player, theGame, parms); // let's disconnect from central and join the GS, if Central says it's okay. if (success) { Log.LogMsg("Successfully joined a game. Waiting for transfer confirmation. "); } else { Log.LogMsg("Failed to join content instance. " + msg); } }