示例#1
0
    private void Connect(string playerName, NetIncomingMessage incmsg)
    {
        World    w  = serverCore.GetWorld();
        DataBase db = serverCore.GetDataBase();

        if (!serverCore.isDedicated())
        {
            db.Login(playerName, "test", false);
        }
        bool playerRefhresh = true;

        for (int i = 0; i < w.ships.Count; i++)
        {
            if (w.ships[i].shipName.Equals(playerName))
            {
                NetOutgoingMessage outmsg = serverCore.CreateMessage();
                outmsg.Write((byte)PacketType.Deny);
                ServerPacketSender.SendMessageTo(outmsg, incmsg.SenderConnection);
                System.Threading.Thread.Sleep(100);
                incmsg.SenderConnection.Disconnect("bye");
                playerRefhresh = false;
                break;
            }
        }
        if (playerRefhresh == true)
        {
            //System.Threading.Thread.Sleep(100);
            int[] components = db.GetUserComponents(playerName);//{ 1, 1, 1, 1, 1, 1, 1 };
            if (components != null && components[0] != 0 && components[1] != 0)
            {
                byte[]     b   = db.GetUserHangar(playerName);
                ShipType   st  = (ShipType)b[0];
                Faction    f   = (Faction)b[1];
                Vector2    pos = f == Faction.Human ? new Vector2(0, 1500) : f == Faction.Enemy ? new Vector2(-1500, -500) : new Vector2(1500, -500);
                ShipPlayer s   = new ShipPlayer(pos, pos, f, st, components, w, 0, 0);
                s.shipName = playerName;
                GunSlot[] gs = db.GetUserGuns(playerName, s);
                s.AddGuns(gs);
                ServerPacketSender.SendAllShips(w, incmsg.SenderConnection);
                //timersToSendNpcs.Add(0);
                //netConnections.Add(incmsg.SenderConnection);
                ServerPacketSender.SendAllNpcs(w, incmsg.SenderConnection);
                w.ships.Add(s);
                ServerPacketSender.SendNewPlayer(s, false);
                ServerCore.LogAdd(playerName + " connected.");
            }
            else
            {
                ServerPacketSender.SendOpenGui(GuiType.SelectFaction, incmsg.SenderConnection);
            }
        }
    }