Exemplo n.º 1
0
        private void InitializeClient()
        {
            _config = new NetPeerConfiguration("MudServer");//@ string appID
            _client = new NetClient(_config);//intialize with the config
            _client.RegisterReceivedCallback(new SendOrPostCallback(RecieveData));//Attach the new thread for server responses
            _client.Start();//start the socket
            //need to add logger
            Console.WriteLine("started the client socket");

            try//try to connect to server
            {
                //_client.Connect(new System.Net.IPEndPoint(new System.Net.IPAddress(new byte[] { 50, 45, 120, 46 }), 5268));
                //_client.Connect(new System.Net.IPEndPoint(new System.Net.IPAddress(new byte[] { 172, 17, 109, 174 }), 5268));
                _client.Connect("localhost", 5268);
            }
            catch (Exception e)//fail try localhost
            {
                _client.Connect("localhost", 5268);//connect the client to the server50.45.120.46
            }
            Console.WriteLine("Requesting Connection to server");
            me = new Player();
        }
Exemplo n.º 2
0
        private void RecieveData(object state)
        {
            NetIncomingMessage incmsg;
            NetOutgoingMessage outmsg;
            //while(true)
            while ((incmsg = _client.ReadMessage()) != null)
            {
                Console.WriteLine("Recieved Data.");
                switch (incmsg.MessageType)
                {
                    case NetIncomingMessageType.StatusChanged:
                        Console.WriteLine("_client Status Changed to " + _client.ConnectionStatus.ToString());
                        if (_client.ConnectionStatus == NetConnectionStatus.Connected)
                        {
                            Console.WriteLine("_client Connected to Server");
                            outmsg = _client.CreateMessage();
                            outmsg.Write((byte) Headers.Login);//Requesting login TODO Authorization
                            _client.SendMessage(outmsg, NetDeliveryMethod.ReliableOrdered);
                            Console.WriteLine("Sent game world request to server.");
                        }
                        else if (_client.ConnectionStatus == NetConnectionStatus.Disconnected)
                        {
                            addText("client is now disconnected");

                        }
                        else if (_client.ConnectionStatus == NetConnectionStatus.None)
                        {
                            addText("The client is not connected");

                        }
                        break;

                    case NetIncomingMessageType.Data:
                        Console.WriteLine("Recieved data from server");
                        byte header = incmsg.ReadByte();
                        switch (header)
                        {
                            case Headers.WorldUpdate:
            //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Console.WriteLine("recieving game world update");
                                byte updateType = incmsg.ReadByte();

                                switch (updateType)
                                {
                                    case Headers.PlayerUpdate://Player update
                                        players.Clear();//clear the old data
                                        int count = incmsg.ReadInt32();//get the count of players
                                        for (int i = 0; i < count; i++)//add the updated players to the list
                                        {
                                            Player play = new Player();
                                            incmsg.ReadAllProperties(play);
                                            //read in all the properities into the player
                                            //I think it auto serializes

                                            if (me.Id == play.Id)//if the unique ids match me(this client) equals that player
                                                me = play;

                                            players.Add(play);//add it to the player list

                                        }
                                        break;

                                    case Headers.RoomUpdate:
                                        var roomString =incmsg.ReadString();
                                        playerRoom.deserialize(roomString);
                                        addText(playerRoom.compileDescription(players));
                                        break;

                                    case Headers.BothRoomAndPlayer:
                                        players.Clear();
                                        int count2 = incmsg.ReadInt32();
                                        for (int i = 0; i < count2; i++)
                                        {
                                            Player pla = new Player();
                                            try
                                            {
                                                incmsg.ReadAllProperties(pla);
                                            }
                                            catch (Exception e)
                                            {
                                                Console.WriteLine(e.ToString());
                                            }
                                            if(pla.Name != string.Empty)
                                            if (me.Id == pla.Id)
                                                me = pla;

                                            players.Add(pla);

                                        }
                                        try
                                        {
                                            var rmString = incmsg.ReadString();
                                            playerRoom.deserialize(rmString);
                                        }
                                        catch (Exception et)
                                        {
                                            Console.WriteLine(et.ToString());
                                        }
                                            break;

                                }
                                addText(playerRoom.compileDescription(players));
                                Console.WriteLine("Updated world state");

                                break;
            //End World update~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            case Headers.Chat:
                                Console.WriteLine(incmsg.PeekString());
                                var chat_s = incmsg.ReadString();
                                //addText(incmsg.ReadString());
                                //Encapsulate this sh#t.
                                Chat_Box.Dispatcher.Invoke(new Action(() => { Chat_Box.Text += chat_s; }));

                            //TextInterface.Document = Text;

                                break;

                            case Headers.Login://just login to world update header
                                if (string.IsNullOrEmpty(me.Name))
                                {
                                    incmsg.ReadAllProperties(me);
                                    //addText("login: "******"Data Recycled");
                        break;

                }
            }
        }