Pull the traits into their own files

This commit is contained in:
Paul Chote
2010-11-08 15:39:37 +13:00
parent e20c736e3f
commit ee3437d0f6
5 changed files with 359 additions and 307 deletions

View File

@@ -20,316 +20,10 @@ using System.Threading;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Network;
using OpenRA.Server.Traits;
namespace OpenRA.Server
{
// Todo: Refactor this stuff elsewhere once it does something useful
// Returns true if order is handled
public interface IInterpretCommand { bool InterpretCommand(Connection conn, string cmd); }
public class DebugServerTrait : IInterpretCommand
{
public bool InterpretCommand(Connection conn, string cmd)
{
Game.Debug("Server received command from player {1}: {0}".F(cmd, conn.PlayerIndex));
return false;
}
}
public class LobbyCommands : IInterpretCommand
{
public bool InterpretCommand(Connection conn, string cmd)
{
var dict = new Dictionary<string, Func<string, bool>>
{
{ "ready",
s =>
{
// if we're downloading, we can't ready up.
var client = Server.GetClient(conn);
if (client.State == Session.ClientState.NotReady)
client.State = Session.ClientState.Ready;
else if (client.State == Session.ClientState.Ready)
client.State = Session.ClientState.NotReady;
Log.Write("server", "Player @{0} is {1}",
conn.socket.RemoteEndPoint, client.State);
Server.SyncLobbyInfo();
if (Server.conns.Count > 0 && Server.conns.All(c => Server.GetClient(c).State == Session.ClientState.Ready))
InterpretCommand(conn, "startgame");
return true;
}},
{ "startgame",
s =>
{
Server.GameStarted = true;
foreach( var c in Server.conns )
foreach( var d in Server.conns )
Server.DispatchOrdersToClient( c, d.PlayerIndex, 0x7FFFFFFF, new byte[] { 0xBF } );
Server.DispatchOrders(null, 0,
new ServerOrder("StartGame", "").Serialize());
Server.PingMasterServer();
return true;
}},
{ "lag",
s =>
{
int lag;
if (!int.TryParse(s, out lag)) { Log.Write("server", "Invalid order lag: {0}", s); return false; }
Log.Write("server", "Order lag is now {0} frames.", lag);
Server.lobbyInfo.GlobalSettings.OrderLatency = lag;
Server.SyncLobbyInfo();
return true;
}},
{ "spectator",
s =>
{
var slotData = Server.lobbyInfo.Slots.Where(ax => ax.Spectator && !Server.lobbyInfo.Clients.Any(l => l.Slot == ax.Index)).FirstOrDefault();
if (slotData == null)
return true;
var cl = Server.GetClient(conn);
cl.Slot = slotData.Index;
Server.SyncClientToPlayerReference(cl, slotData.MapPlayer != null ? Server.Map.Players[slotData.MapPlayer] : null);
Server.SyncLobbyInfo();
return true;
}},
{ "slot",
s =>
{
int slot;
if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
if (slotData == null || slotData.Closed || slotData.Bot != null
|| Server.lobbyInfo.Clients.Any( c => c.Slot == slot ))
return false;
var cl = Server.GetClient(conn);
cl.Slot = slot;
Server.SyncClientToPlayerReference(cl, slotData.MapPlayer != null ? Server.Map.Players[slotData.MapPlayer] : null);
Server.SyncLobbyInfo();
return true;
}},
{ "slot_close",
s =>
{
int slot;
if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
if (slotData == null)
return false;
if (conn.PlayerIndex != 0)
{
Server.SendChatTo( conn, "Only the host can alter slots" );
return true;
}
slotData.Closed = true;
slotData.Bot = null;
/* kick any player that's in the slot */
var occupant = Server.lobbyInfo.Clients.FirstOrDefault( c => c.Slot == slotData.Index );
if (occupant != null)
{
var occupantConn = Server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
if (occupantConn != null)
Server.DropClient( occupantConn, new Exception() );
}
Server.SyncLobbyInfo();
return true;
}},
{ "slot_open",
s =>
{
int slot;
if (!int.TryParse(s, out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
if (slotData == null)
return false;
if (conn.PlayerIndex != 0)
{
Server.SendChatTo( conn, "Only the host can alter slots" );
return true;
}
slotData.Closed = false;
slotData.Bot = null;
Server.SyncLobbyInfo();
return true;
}},
{ "slot_bot",
s =>
{
var parts = s.Split(' ');
if (parts.Length != 2)
{
Server.SendChatTo( conn, "Malformed slot_bot command" );
return true;
}
int slot;
if (!int.TryParse(parts[0], out slot)) { Log.Write("server", "Invalid slot: {0}", s ); return false; }
var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == slot );
if (slotData == null)
return false;
if (conn.PlayerIndex != 0)
{
Server.SendChatTo( conn, "Only the host can alter slots" );
return true;
}
slotData.Bot = parts[1];
Server.SyncLobbyInfo();
return true;
}},
{ "map",
s =>
{
if (conn.PlayerIndex != 0)
{
Server.SendChatTo( conn, "Only the host can change the map" );
return true;
}
Server.lobbyInfo.GlobalSettings.Map = s;
Server.LoadMap();
foreach(var client in Server.lobbyInfo.Clients)
{
client.SpawnPoint = 0;
var slotData = Server.lobbyInfo.Slots.FirstOrDefault( x => x.Index == client.Slot );
if (slotData != null)
Server.SyncClientToPlayerReference(client, Server.Map.Players[slotData.MapPlayer]);
client.State = Session.ClientState.NotReady;
}
Server.SyncLobbyInfo();
return true;
}},
{ "lockteams",
s =>
{
if (conn.PlayerIndex != 0)
{
Server.SendChatTo( conn, "Only the host can set that option" );
return true;
}
bool.TryParse(s, out Server.lobbyInfo.GlobalSettings.LockTeams);
Server.SyncLobbyInfo();
return true;
}},
};
var cmdName = cmd.Split(' ').First();
var cmdValue = string.Join(" ", cmd.Split(' ').Skip(1).ToArray());
Func<string,bool> a;
if (!dict.TryGetValue(cmdName, out a))
return false;
return a(cmdValue);
}
}
public class PlayerCommands : IInterpretCommand
{
public bool InterpretCommand(Connection conn, string cmd)
{
var dict = new Dictionary<string, Func<string, bool>>
{
{ "name",
s =>
{
Log.Write("server", "Player@{0} is now known as {1}", conn.socket.RemoteEndPoint, s);
Server.GetClient(conn).Name = s;
Server.SyncLobbyInfo();
return true;
}},
{ "race",
s =>
{
Server.GetClient(conn).Country = s;
Server.SyncLobbyInfo();
return true;
}},
{ "team",
s =>
{
int team;
if (!int.TryParse(s, out team)) { Log.Write("server", "Invalid team: {0}", s ); return false; }
Server.GetClient(conn).Team = team;
Server.SyncLobbyInfo();
return true;
}},
{ "spawn",
s =>
{
int spawnPoint;
if (!int.TryParse(s, out spawnPoint) || spawnPoint < 0 || spawnPoint > 8) //TODO: SET properly!
{
Log.Write("server", "Invalid spawn point: {0}", s);
return false;
}
if (Server.lobbyInfo.Clients.Where( c => c != Server.GetClient(conn) ).Any( c => (c.SpawnPoint == spawnPoint) && (c.SpawnPoint != 0) ))
{
Server.SendChatTo( conn, "You can't be at the same spawn point as another player" );
return true;
}
Server.GetClient(conn).SpawnPoint = spawnPoint;
Server.SyncLobbyInfo();
return true;
}},
{ "color",
s =>
{
var c = s.Split(',').Select(cc => int.Parse(cc)).ToArray();
Server.GetClient(conn).Color1 = Color.FromArgb(c[0],c[1],c[2]);
Server.GetClient(conn).Color2 = Color.FromArgb(c[3],c[4],c[5]);
Server.SyncLobbyInfo();
return true;
}}
};
var cmdName = cmd.Split(' ').First();
var cmdValue = string.Join(" ", cmd.Split(' ').Skip(1).ToArray());
Func<string,bool> a;
if (!dict.TryGetValue(cmdName, out a))
return false;
return a(cmdValue);
}
}
static class Server
{
public static List<Connection> conns = new List<Connection>();