static void Main(string[] args) { _rand = new Random(Environment.TickCount); SslConfig sslConfig; TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000); Console.WriteLine("Setting up secure server"); sslConfig = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12); _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig); _webServer.Start(Constants.GAME_PORT); Console.WriteLine("Server started"); _webServer.onConnect += WebServerOnConnect; _webServer.onData += WebServerOnData; _webServer.onDisconnect += WebServerOnDisconnect; Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000); stateUpdateTimer.Elapsed += StateUpdateTimerOnElapsed; stateUpdateTimer.AutoReset = true; stateUpdateTimer.Enabled = true; while (!Console.KeyAvailable) { _webServer.ProcessMessageQueue(); // GUARD, DONT DO STATE STUFF IF WE ARE WAITING if (_waitingOnStateTimer) { continue; } switch (_currentState) { case GameState.Waiting: { if (_handshakenClientCount >= 2) { _currentState = GameState.Begin; SendStateUpdate(_currentState); } break; } case GameState.Begin: { // Set timer to go to builder state beginTimer = new Timer(SECONDS_WAITING_IN_BEGIN * 1000); beginTimer.AutoReset = false; beginTimer.Start(); _waitingOnStateTimer = true; beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; _movedObjects = new Dictionary <ushort, Tuple <ushort, ushort> >(); _currentState = GameState.Builder; SendStateUpdate(_currentState); }; break; } case GameState.Builder: { // Set timer to go to builder state buildTimer = new Timer(SECONDS_WAITING_IN_BUILD * 1000); buildTimer.AutoReset = false; buildTimer.Start(); _waitingOnStateTimer = true; buildTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; // Reset everyones guesses foreach (PlayerData playerData in _playerDatas.Values) { playerData.guesses.Clear(); } _currentState = GameState.Search; SendStateUpdate(_currentState); }; break; } case GameState.Search: { // Set timer to go to scoring state searchTimer = new Timer(SECONDS_WAITING_IN_SEARCH * 1000); searchTimer.AutoReset = false; searchTimer.Start(); _waitingOnStateTimer = true; searchTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; _currentState = GameState.Scoring; SendStateUpdate(_currentState); }; break; } case GameState.Scoring: { // Set timer to wait for points to come in from clients scoringTimer = new Timer(SECONDS_WAITING_IN_SCORING * 1000); scoringTimer.AutoReset = false; scoringTimer.Start(); _waitingOnStateTimer = true; scoringTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; // Tell everyone everyones scores _bitBuffer.Clear(); _bitBuffer.AddByte(7); _bitBuffer.AddUShort((ushort)_playerDatas.Count); foreach (PlayerData data in _playerDatas.Values) { _bitBuffer.AddUShort(data.id); _bitBuffer.AddShort(data.points); Console.WriteLine($"Points: {data.id} {data.points}"); } _bitBuffer.ToArray(_buffer); _webServer.SendAll(_connectedIds, new ArraySegment <byte>(_buffer, 0, 3 + 4 * _playerDatas.Count)); if (_handshakenClientCount >= 2) { _currentState = GameState.Begin; } else { _currentState = GameState.Waiting; } SendStateUpdate(_currentState); }; break; } } } Console.WriteLine("Closing server"); _webServer.Stop(); }
static void Main(string[] args) { _rand = new Random(Environment.TickCount); SslConfig sslConfig; TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000); Console.WriteLine("Setting up secure server"); sslConfig = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12); _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig); _webServer.Start(Constants.GAME_PORT); Console.WriteLine("Server started"); _webServer.onConnect += WebServerOnConnect; _webServer.onData += WebServerOnData; _webServer.onDisconnect += WebServerOnDisconnect; Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000); stateUpdateTimer.Elapsed += StateUpdateTimerOnElapsed; stateUpdateTimer.AutoReset = true; stateUpdateTimer.Enabled = true; while (!Console.KeyAvailable) { _webServer.ProcessMessageQueue(); // GUARD, DONT DO STATE STUFF IF WE ARE WAITING if (_waitingOnStateTimer) { continue; } switch (_currentState) { case GameState.Waiting: { if (_connectedIds.Count >= 2) { _currentState = GameState.Begin; SendStateUpdate(_currentState); } break; } case GameState.Begin: { // Set timer to go to builder state beginTimer = new Timer(SECONDS_WAITING_IN_BEGIN * 1000); beginTimer.AutoReset = false; beginTimer.Start(); _waitingOnStateTimer = true; beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; _movedObjects = new List <ushort>(); _currentState = GameState.Builder; SendStateUpdate(_currentState); }; break; } case GameState.Builder: { // Set timer to go to builder state buildTimer = new Timer(SECONDS_WAITING_IN_BUILD * 1000); buildTimer.AutoReset = false; buildTimer.Start(); _waitingOnStateTimer = true; buildTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; // Reset everyones guesses foreach (PlayerData playerData in _playerDatas.Values) { playerData.guesses.Clear(); } _currentState = GameState.Search; SendStateUpdate(_currentState); }; break; } case GameState.Search: { // Set timer to go to scoring state searchTimer = new Timer(SECONDS_WAITING_IN_SEARCH * 1000); searchTimer.AutoReset = false; searchTimer.Start(); _waitingOnStateTimer = true; searchTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) { _waitingOnStateTimer = false; _currentState = GameState.Scoring; SendStateUpdate(_currentState); }; break; } case GameState.Scoring: { short builderPoints = 0; _bitBuffer.Clear(); _bitBuffer.AddByte(7); _bitBuffer.AddUShort((ushort)_playerDatas.Count); foreach (var playerData in _playerDatas.Values) { // GUARD, DON'T SCORE THE BUILDER THIS WAY if (playerData.id == _builderId) { continue; } // Free points for objects builder couldnt move // A point for a correct guess, minus point for a wrong guess int numCorrect = _movedObjects.Distinct().Intersect(playerData.guesses).Count(); int newPoints = (numCorrect * 2) - playerData.guesses.Count + (NUMBER_OF_MOVEABLE_OBJECTS - _movedObjects.Count); playerData.points += (short)newPoints; // Builder gets a point for each player who couldnt find any differences if (numCorrect == 0) { builderPoints += 1; } _bitBuffer.AddUShort(playerData.id); _bitBuffer.AddShort(playerData.points); } _playerDatas[_builderId].points += builderPoints; _bitBuffer.AddUShort((ushort)_builderId); _bitBuffer.AddShort(_playerDatas[_builderId].points); _bitBuffer.ToArray(_buffer); _webServer.SendAll(_connectedIds, new ArraySegment <byte>(_buffer, 0, 3 + 2 * _playerDatas.Count)); if (_connectedIds.Count >= 2) { _currentState = GameState.Begin; } else { _currentState = GameState.Waiting; } SendStateUpdate(_currentState); break; } } } Console.WriteLine("Closing server"); _webServer.Stop(); }
public static void Pack(GameEntity e, BitBuffer buffer) { ushort counter = 0; var hasId = false; if (e.hasId) { hasId = true; counter++; } var hasPosition = false; if (e.hasPosition) { hasPosition = true; counter++; } var hasDirection = false; if (e.hasDirection) { hasDirection = true; counter++; } var hasSprite = false; if (e.hasSprite) { hasSprite = true; counter++; } var hasMover = false; if (e.isMover) { hasMover = true; counter++; } var hasMove = false; if (e.hasMove) { hasMove = true; counter++; } var hasLastMoveTick = false; if (e.hasLastMoveTick) { hasLastMoveTick = true; counter++; } var hasMoverID = false; if (e.hasMoverID) { hasMoverID = true; counter++; } var hasTick = false; if (e.hasTick) { hasTick = true; counter++; } var hasIce = false; if (e.hasIce) { hasIce = true; counter++; } var hasCharacter = false; if (e.isCharacter) { hasCharacter = true; counter++; } var hasControlledBy = false; if (e.hasControlledBy) { hasControlledBy = true; counter++; } var hasConnection = false; if (e.hasConnection) { hasConnection = true; counter++; } var hasSync = false; if (e.isSync) { hasSync = true; counter++; } buffer.AddUShort(counter); if (hasId) { e.id.Serialize(buffer); } if (hasPosition) { e.position.Serialize(buffer); } if (hasDirection) { e.direction.Serialize(buffer); } if (hasSprite) { e.sprite.Serialize(buffer); } if (hasMover) { buffer.AddUShort(4); } if (hasMove) { e.move.Serialize(buffer); } if (hasLastMoveTick) { e.lastMoveTick.Serialize(buffer); } if (hasMoverID) { e.moverID.Serialize(buffer); } if (hasTick) { e.tick.Serialize(buffer); } if (hasIce) { e.ice.Serialize(buffer); } if (hasCharacter) { buffer.AddUShort(10); } if (hasControlledBy) { e.controlledBy.Serialize(buffer); } if (hasConnection) { e.connection.Serialize(buffer); } if (hasSync) { buffer.AddUShort(13); } }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(10); }
private static void StateUpdateTimerOnElapsed(Object source, ElapsedEventArgs e) { _bitBuffer.Clear(); _bitBuffer.AddByte(3); _bitBuffer.AddUShort((ushort)_dataToSend.Count); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(7); bitBuffer.AddString(value); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(2); bitBuffer.AddUShort(Tickrate); }
public static void Pack(GameEntity e, BitBuffer buffer) { ushort counter = 0; var hasId = false; if (e.hasId) { hasId = true; counter++; } var hasCharacter = false; if (e.isCharacter) { hasCharacter = true; counter++; } var hasControlledBy = false; if (e.hasControlledBy) { hasControlledBy = true; counter++; } var hasConnection = false; if (e.hasConnection) { hasConnection = true; counter++; } var hasSync = false; if (e.isSync) { hasSync = true; counter++; } buffer.AddUShort(counter); if (hasId) { e.id.Serialize(buffer); } if (hasCharacter) { buffer.AddUShort(1); } if (hasControlledBy) { e.controlledBy.Serialize(buffer); } if (hasConnection) { e.connection.Serialize(buffer); } if (hasSync) { buffer.AddUShort(4); } }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(2); bitBuffer.AddFloat(Value); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(3); bitBuffer.AddString(Name); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(6); bitBuffer.AddLong(value); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(12); bitBuffer.AddUShort(Id); }
public void Serialize(BitBuffer bitBuffer) { bitBuffer.AddUShort(0); bitBuffer.AddString(Message); }