Пример #1
0
        public static Message Parse(string s)
        {
            var Type    = Pop <MessageType>(ref s);
            var message = new Message(Type);

            switch (message.Type)
            {
            case MessageType.PlayerAction: message.Inner = MessagePlayerAction.Parse(s); break;

            case MessageType.PlayerActionAck: message.Inner = MessagePlayerActionAck.Parse(s); break;

            case MessageType.Bookend: message.Inner = MessageBookend.Parse(s); break;

            case MessageType.GameState: message.Inner = MessageGameState.Parse(s); break;

            case MessageType.StartingStep: message.Inner = MessageStartingStep.Parse(s); break;

            case MessageType.Hash: message.Inner = MessageHash.Parse(s); break;

            case MessageType.StringHash: message.Inner = MessageStringHash.Parse(s); break;
            }

            return(message);
        }
Пример #2
0
        public void ProcessInbox()
        {
            Message message;

            while (Networking.Inbox.TryDequeue(out message))
            {
                if (Log.Processing)
                {
                    Console.WriteLine("  -In Game Processing {0}", message);
                }

                if (Program.Server)
                {
                    if (message.Type == MessageType.PlayerAction)
                    {
                        var ack = new MessagePlayerActionAck(AckSimStep, message);

                        var chat = message.Innermost as MessageChat;
                        if (null != chat)
                        {
                            if (chat.Global)
                            {
                                Networking.ToClients(ack);
                            }
                            else
                            {
                                var chat_team = message.Source.Team;
                                if (chat_team < 0)
                                {
                                    continue;
                                }

                                foreach (var client in Server.Clients)
                                {
                                    if (client.Team == chat_team)
                                    {
                                        Networking.ToClient(client, ack);
                                    }
                                }
                            }
                        }
                        else
                        {
                            if (message.Source.Index > 4)
                            {
                                Console.WriteLine("Warning! Action message from spectator, possibly malicious.");
                                continue;
                            }

                            Networking.ToClients(ack);
                        }
                    }

                    if (message.Type == MessageType.LeaveGame)
                    {
                        message.Source.HasLeft = true;
                    }

                    if (message.Type == MessageType.RequestPause)
                    {
                        message.Source.RequestingPause = true;
                    }

                    if (message.Type == MessageType.RequestUnpause)
                    {
                        message.Source.RequestingPause = false;

                        // Cancel everyone's pause request.
                        foreach (var client in Server.Clients)
                        {
                            client.RequestingPause = false;
                        }
                    }
                }

                // Messages from players
                if (message != null)
                {
                    if (message.Type == MessageType.StartingStep ||
                        message.Type == MessageType.Hash ||
                        message.Type == MessageType.StringHash)
                    {
                        message.Innermost.Do();
                    }
                }

                // Messages from the server
                if (message.Source.IsServer)
                {
                    if (message.Type == MessageType.Bookend)
                    {
                        message.Innermost.Do();
                    }

                    if (message.Type == MessageType.PlayerActionAck)
                    {
                        message.Inner.Do();
                    }

                    if (message.Type == MessageType.Pause)
                    {
                        if (!ServerPaused)
                        {
                            ServerPaused = true;
                            GameClass.Game.Send("setScreen", "game-paused", new { canUnpause = true });
                        }
                    }

                    if (message.Type == MessageType.Unpause)
                    {
                        if (ServerPaused)
                        {
                            ServerPaused = false;
                            GameClass.Game.Send("back");
                        }
                    }

                    if (message.Type == MessageType.ServerLeft)
                    {
                        if (!Program.Server && !GameOver)
                        {
                            GameClass.Game.Send("setScreen", "disconnected", new { message = "The server has quit. Tell them they suck." });
                        }
                    }

                    if (message.Type == MessageType.NetworkDesync)
                    {
                        DesyncPause = true;
                        if (!Program.Server)
                        {
                            // The server has already put up its desync UI,
                            // so only do this for clients.
                            GameClass.Game.Send("setScreen", "desync");
                        }
                    }

                    if (message.Type == MessageType.GameState)
                    {
                        message.Innermost.Do();
                    }
                }
            }
        }