// ReSharper restore FunctionNeverReturns private static void PlayerThread(NetworkPlayer player) { NetworkStream clientStream; //make all the introductions. we do this before sending the world so the client doesn't see them as new connections foreach (var otherPlayer in Players.Values) { try { new Connect(otherPlayer.Id, otherPlayer.UserName, otherPlayer.Coords) { ConnectedPlayer = player, Immediate = true }.Send(); } catch (Exception ex) { WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message)); #if DEBUG WriteToServerConsoleLog(ex.StackTrace); #endif } new Connect(player.Id, player.UserName, player.Coords) { ConnectedPlayer = otherPlayer }.Send(); } try { Players.TryAdd(player.Id, player); //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections UpdateServerConsolePlayerList(); var getWorld = new GetWorld { ConnectedPlayer = player }; getWorld.Send(); WriteToServerConsoleLog(String.Format("World send complete to {0} ({1} compressed, {2} uncompressed)", player.IpAddress, getWorld.DataLength, getWorld.UncompressedLength)); //create a thread to handle communication with connected client player.TcpClient.NoDelay = true; clientStream = player.TcpClient.GetStream(); } catch (Exception ex) { HandleNetworkError(player, ex); return; } var actionTypebytes = new byte[sizeof(ushort)]; try { if (!string.IsNullOrWhiteSpace(Config.MOTD)) { new ServerMsg(Config.MOTD, player).Send(); } while (true) { Thread.Sleep(10); //bm: polling is expensive. don't remove this or the server will pin your machine when only a couple users are online GameAction gameAction; while (player.SendQueue.Count > 0 && player.SendQueue.TryDequeue(out gameAction)) { gameAction.Immediate = true; gameAction.Send(); } if (!clientStream.DataAvailable) { continue; } var bytesRead = 0; while (bytesRead < actionTypebytes.Length) { bytesRead += clientStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); } var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); switch (actionType) { case ActionType.AddBlock: gameAction = new AddBlock(); break; case ActionType.AddBlockItem: gameAction = new AddBlockItem(); break; case ActionType.AddBlockMulti: gameAction = new AddBlockMulti(); break; case ActionType.AddCuboid: gameAction = new AddCuboid(); break; case ActionType.AddProjectile: gameAction = new AddProjectile(); break; case ActionType.AddStaticItem: gameAction = new AddStaticItem(); break; case ActionType.AddStructure: gameAction = new AddStructure(); break; case ActionType.ChatMsg: gameAction = new ChatMsg(); break; case ActionType.Disconnect: gameAction = new Disconnect(); break; case ActionType.PickupBlockItem: gameAction = new PickupBlockItem(); break; case ActionType.PlayerInfo: gameAction = new PlayerInfo(); break; case ActionType.PlayerMove: gameAction = new PlayerMove(); break; case ActionType.PlayerOption: gameAction = new PlayerOption(); break; case ActionType.RemoveBlock: gameAction = new RemoveBlock(); break; case ActionType.RemoveBlockItem: gameAction = new RemoveBlockItem(); break; case ActionType.RemoveBlockMulti: gameAction = new RemoveBlockMulti(); break; case ActionType.ServerCommand: gameAction = new ServerCommand(); break; case ActionType.Connect: case ActionType.ServerMsg: case ActionType.ServerSync: case ActionType.GetWorld: throw new Exception(string.Format("Server should not receive action type: {0}", actionType)); case ActionType.Error: var bytes = 0; while (clientStream.ReadByte() != -1) { bytes++; } throw new Exception("GameAction 'Error' received. " + bytes + " byte(s) remained in the stream."); default: throw new Exception(string.Format("Unknown action type: {0}", actionType)); } gameAction.ConnectedPlayer = player; gameAction.Receive(); if (HasServerConsole && CaptureIncoming) //only stream messages if there is a console window and it has requested to display them { _serverConsole.UpdateStreamLogInvokable(gameAction, player, false); } if (actionType == ActionType.Disconnect) { return; } } } catch (Exception ex) { HandleNetworkError(player, ex); } }
private List<AddStructure> LoadAllLists() { string connectionString = ConfigurationSettings.AppSettings["fleetnetbaseConnectionString"]; DataBlock dataBlock = new DataBlock(connectionString, ConfigurationManager.AppSettings["language"]); try { int orgId = Convert.ToInt32(Session["CURRENT_ORG_ID"]); List<AddStructure> addStructureList = new List<AddStructure>(); int i = 0; AddStructure addStructureTemp; List<int> dataBlockIds = new List<int>(); dataBlock.OpenConnection(); dataBlockIds = dataBlock.GetAllUnparsedDataBlockIDs(orgId); foreach (int dataBlockId in dataBlockIds) { i++; addStructureTemp = new AddStructure(); addStructureTemp.dataBlockId = dataBlockId; addStructureTemp.number = i; addStructureTemp.name = dataBlock.GetDataBlock_FileName(dataBlockId); addStructureTemp.state = dataBlock.GetDataBlockState(dataBlockId); addStructureTemp.byteSize = Convert.ToInt32(dataBlock.GetDataBlock_BytesCount(dataBlockId)); addStructureList.Add(addStructureTemp); } if (dataBlockIds.Count == 0) { Parse_Button.Enabled = false; Status.Text = "Нет записей для отображения"; } else { Parse_Button.Enabled = true; Status.Text = ""; } AddGrid.DataSource = CreateDataSource(addStructureList); AddGrid.DataBind(); SetDelColVisible(true); setParseButtonVisible(true); dataBlock.CloseConnection(); return addStructureList; } catch (Exception ex) { dataBlock.CloseConnection(); Status.Text = "Произошла ошибка: " + ex.Message; return null; } finally { StatusUpdatePanel.Update(); } }