public override void ToSource(StringBuilder sb) { sb.Append(IdentNewLine(DocComment)); // todo: eventnode to source if (attributes != null) { attributes.ToSource(sb); } TraceModifiers(Modifiers, sb); sb.Append("event "); Type.ToSource(sb); sb.Append(" "); Names.ToSource(sb, ", "); if (AddBlock != null || RemoveBlock != null) { NewLine(sb); sb.Append("{"); indent++; NewLine(sb); if (AddBlock != null) { AddBlock.ToSource(sb); } if (RemoveBlock != null) { RemoveBlock.ToSource(sb); } indent--; NewLine(sb); sb.Append("}"); } else { if (Value != null) { sb.Append(" = "); Value.ToSource(sb); } sb.Append(";"); } NewLine(sb); }
protected void btnDecrypt_Click(object sender, EventArgs e) { AddBlock NewEntery = new AddBlock(); NewEntery.BlockID = lblBlock.Text; NewEntery.UserID = Session["UserNa"].ToString(); NewEntery.InsertData(); Session["msg"] = "User is Blocked."; Response.Redirect("MessageFile.aspx"); }
private void AddQueryMenu_Click(object sender, EventArgs e) { AddBlock?.Invoke(this, new(this, BlockType.Query)); }
private void AddTextMenu_Click(object sender, EventArgs e) { AddBlock?.Invoke(this, new(this, BlockType.Text)); }
// 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); } }