Exemplo n.º 1
0
        /// <summary>
        /// Spawn NUM_CONNECTIONS, some of which represent players that exist in the database,
        /// some of which represent players that do not exist. The threads connect and run until
        /// WAIT_BEFORE_DROP milliseconds pass, then all of them drop unexpectedly.
        /// </summary>
        public static void ConnectThenDrop()
        {
            Thread[]       threads = new Thread[NUM_CONNECTIONS];
            PlayerThread[] pt      = new PlayerThread[NUM_CONNECTIONS];
            Random         rand    = new Random();
            PlayerDatabase players = PlayerDatabase.Instance;

            players.CreateTestDatabase();
            int i = 0;

            for (; i < NUM_CONNECTIONS; i++)
            {
                Player player;

                if (rand.NextDouble() < FAKE_PLAYER_PROBABILITY)
                {
                    byte[] fakeName     = new byte[rand.Next(MAX_NAME_LENGTH)];
                    byte[] fakePassword = new byte[128];
                    rand.NextBytes(fakeName);
                    rand.NextBytes(fakePassword);
                    player = new Player(new Position((float)(rand.NextDouble() * 800.0), (float)(rand.NextDouble() * 600.0)),
                                        new Velocity((float)(rand.NextDouble() * 4.0 - 2.0), (float)(rand.NextDouble() * 4.0 - 2.0)),
                                        ASCIIEncoding.ASCII.GetString(fakeName), ASCIIEncoding.ASCII.GetString(fakePassword));
                }
                else
                {
                    IList <Player> list = players.GetPlayers();
                    player = list[rand.Next(list.Count)];
                }

                pt[i]      = new PlayerThread(player, false);
                threads[i] = new Thread(new ThreadStart(pt[i].SingleConnection));
                threads[i].Start();
            }

            //Set a boolean in each thread to true, causing the thread to return
            Thread.Sleep(WAIT_BEFORE_DROP);
            foreach (var p in pt)
            {
                p.done = true;
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Spawn NUM_CONNECTIONS, some of which represent players that exist in the database,
        /// some of which represent players that do not exist. The threads connect and run until
        /// WAIT_BEFORE_DROP milliseconds pass, then all of them drop unexpectedly.
        /// </summary>
        public static void ConnectThenDrop()
        {
            Thread[] threads = new Thread[NUM_CONNECTIONS];
            PlayerThread[] pt = new PlayerThread[NUM_CONNECTIONS];
            Random rand = new Random();
            PlayerDatabase players = PlayerDatabase.Instance;
            players.CreateTestDatabase();
            int i = 0;
            for (; i < NUM_CONNECTIONS; i++)
            {
                Player player;

                if (rand.NextDouble() < FAKE_PLAYER_PROBABILITY)
                {
                    byte[] fakeName = new byte[rand.Next(MAX_NAME_LENGTH)];
                    byte[] fakePassword = new byte[128];
                    rand.NextBytes(fakeName);
                    rand.NextBytes(fakePassword);
                    player = new Player(new Position((float)(rand.NextDouble() * 800.0), (float)(rand.NextDouble() * 600.0)),
                        new Velocity((float)(rand.NextDouble() * 4.0 - 2.0), (float)(rand.NextDouble() * 4.0 - 2.0)),
                        ASCIIEncoding.ASCII.GetString(fakeName), ASCIIEncoding.ASCII.GetString(fakePassword));
                }
                else
                {
                    IList<Player> list = players.GetPlayers();
                    player = list[rand.Next(list.Count)];
                }

                pt[i] = new PlayerThread(player, false);
                threads[i] = new Thread(new ThreadStart(pt[i].SingleConnection));
                threads[i].Start();
            }

            //Set a boolean in each thread to true, causing the thread to return
            Thread.Sleep(WAIT_BEFORE_DROP);
            foreach (var p in pt)
                p.done = true;
        }