Пример #1
0
        /// <summary>
        /// Instantiate the base components of a game.
        /// </summary>
        /// <param name="port">The port to open the GameNetworkServer on.</param>
        protected GameBase(NetworkBase network)
        {
            gameStatesToCommit = new List<GameData>();
            gameStatesToSend = new List<GameData>();
            players = new Player[MAX_PLAYERS]; // Defaults to null elements (unlike C, you don't have to set the elements)
            GameState = new State();
            Network = network;

            GameState.registerStatePhaseChange(this.OnStatePhaseChange);
            GameState.registerTransformChange(this.OnTransformChange);
            GameState.RegisterEntityStateChange(this.OnEntityStateChange);

            return;
        }
Пример #2
0
        /// <summary>
        /// A Player has joined, set them up in the system.
        /// </summary>
        /// <param name="gameData">The game data related to the character joining the session.</param>
        protected override void OnPlayerConnect(GameData gameData)
        {
            GameData response;
            Player player = Game.ConnectionIDToPlayer(gameData.ConnectionInfo);
            switch ((GameData.ConnectionDetails)gameData.EventDetail)
            {
                case GameData.ConnectionDetails.IdReqest:
                    if (player == null) // If this is a new player, assign them a new ID, otherwise just resend the old id
                    {
                        player = new Player(gameData.ConnectionInfo, Game);
                    }
                    response = new GameData(GameData.GameDataType.Connect, player.PlayerID, (int)GameData.ConnectionDetails.IdReqest);

                    //TODO: Ask Ben Cassel, why is this broadcast?
                    Game.Network.BroadCastGameData(response);

                    for (int i = 0; i < Game.players.Length; ++i)
                    {
                        if (Game.players[i] != null)
                        {
                            response = new GameData(GameData.GameDataType.Connect, Game.players[i].PlayerID, (int)GameData.ConnectionDetails.Connected);
                            Game.Network.BroadCastGameData(response);
                        }
                    }

                    break;
                case GameData.ConnectionDetails.Disconnected:
                case GameData.ConnectionDetails.Dropped:
                    if (player != null) // This is a known player based on their connection, so we can drop them
                    {
                        Game.UnregisterPlayer(player);

                        response = new GameData(GameData.GameDataType.Connect,player.PlayerID,(int)GameData.ConnectionDetails.Disconnected);
                        Game.Network.BroadCastGameData(response);

                    }
                    break;
                default:
                    throw new ArgumentException();
            }
            return;
        }
Пример #3
0
 /// <summary>
 /// Register a new player with the game client.
 /// </summary>
 /// <param name="player">The player to register with the game client.</param>
 /// <returns>Returns the ID of the player to register.</returns>
 public override int RegisterPlayer(Player player)
 {
     players[player.PlayerID] = player;
     return player.PlayerID;
 }
Пример #4
0
 /// <summary>
 /// Unregister a player from the game server.
 /// </summary>
 /// <param name="player">The player to remove from the game client.</param>
 public override void UnregisterPlayer(Player player)
 {
     availableIDs.Push(player.PlayerID);
     PlayerToConnectionIDMap.Remove(player);
     if (player.ConnectionID != null) // Don't unregister the local player as he's not in this list already
     {
         ConnectionIDToPlayerMap.Remove(player.ConnectionID);
     }
     base.UnregisterPlayer(player);
     return;
 }
Пример #5
0
 /// <summary>
 /// Register a new player with the game server.
 /// </summary>
 /// <param name="player">The player to register with the game server.</param>
 /// <returns>Returns the ID of the player to register.</returns>
 public override int RegisterPlayer(Player player)
 {
     PlayerToConnectionIDMap.Add(player, player.ConnectionID);
     if (player.ConnectionID != null) // Check if we're registering the local player
     {
         ConnectionIDToPlayerMap.Add(player.ConnectionID, player);
     }
     int playerID = availableIDs.Pop();
     players[playerID] = player;
     return playerID;
 }
Пример #6
0
 /// <summary>
 /// Retrieve a connection ID from a player.
 /// </summary>
 /// <param name="player">The player to fetch a connection ID for.</param>
 /// <returns>A connection ID mapped to the provided player. If the player does not exist, returns null.</returns>
 public ConnectionID PlayerToConnectionID(Player player)
 {
     if (PlayerToConnectionIDMap.ContainsKey(player))
     {
         return PlayerToConnectionIDMap[player];
     }
     else
     {
         return null;
     }
 }
Пример #7
0
 /// <summary>
 /// Unregister a player from the game.
 /// </summary>
 /// <param name="player">The player to unregister.</param>
 public virtual void UnregisterPlayer(Player player)
 {
     if (player != null) // Don't remove already-removed players
     {
         players[player.PlayerID] = null;
     }
     return;
 }
Пример #8
0
 /// <summary>
 /// Register a player with the game and return their ID.
 /// </summary>
 /// <param name="player">The player to register.</param>
 /// <returns>An integer representing the new ID of the registered player.</returns>
 public abstract int RegisterPlayer(Player player);