Merge branch 'main' of https://github.com/progtime-net/DangerousD
This commit is contained in:
commit
3ca1f7a9db
5 changed files with 300 additions and 13 deletions
156
DangerousD/GameCore/InputManager.cs
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156
DangerousD/GameCore/InputManager.cs
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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using System.Xml.Serialization;
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using System.Runtime.InteropServices.WindowsRuntime;
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namespace DangerousD.GameCore
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{
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public enum ScopeState { Up, Middle, Down }
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class InputManager
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{
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public delegate void Delegat();
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public event Delegat MovEventJump;
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public event Delegat MovEventDown;
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public event Delegat ShootEvent;
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Vector2 vectorMovementDirection;
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ScopeState scopeState; // Положение оружия. Up, Middle, Down.
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private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
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private bool isShoot;
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public ScopeState ScopeState { get => scopeState; }
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public InputManager()
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{
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this.isJumpDown = false;
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this.isShoot = false;
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scopeState = ScopeState.Middle;
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vectorMovementDirection = new Vector2(0, 0);
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}
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public void Update()
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{
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// Работа с GamePad
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if (GamePad.GetState(0).IsConnected)
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{
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// Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
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GamePadState gamePadState = GamePad.GetState(0);
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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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// Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
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if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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else if (gamePadState.Buttons.A == ButtonState.Released)
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{
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isJumpDown = false;
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}
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// Обработка положения оружия. Задает значение полю scopeState.
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if (vectorMovementDirection.Y >= 0.7)
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{
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scopeState = ScopeState.Up;
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}
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else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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// Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
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{
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isShoot = false;
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}
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}
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// Работа с KeyBoard
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else
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{
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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// Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
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if (keyBoardState.IsKeyDown(Keys.Left))
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{
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vectorMovementDirection.X = -1;
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}
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else if (keyBoardState.IsKeyDown(Keys.Right))
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{
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vectorMovementDirection.X = 1;
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}
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else
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{
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vectorMovementDirection.X = 0;
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}
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// Обработка прыжка и спуска. Вызываются события MovEvent.
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
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{
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isJumpDown = true;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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else if (keyBoardState.IsKeyUp(Keys.LeftShift))
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{
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isJumpDown = false;
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}
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// Обработка положения оружия. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up))
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{
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scopeState = ScopeState.Up;
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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// Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
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{
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isShoot = false;
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}
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}
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}
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}
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}
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@ -46,7 +46,6 @@ namespace DangerousD.GameCore
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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switch (gameState)
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{
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case GameState.Menu:
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@ -1,12 +0,0 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace DangerousD.GameCore
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{
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class NetworkManager
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{
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public void SendSOund(string sound, Vector2 soundPosition) { }
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}
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}
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118
DangerousD/GameCore/Network/NetworkManager.cs
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118
DangerousD/GameCore/Network/NetworkManager.cs
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using System.Net.Sockets;
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using System.Net;
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using System.Text;
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using System.Collections.Generic;
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using System.Threading;
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using System;
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namespace DangerousD.GameCore.Network
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{
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public class NetworkManagerTest
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{
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public delegate void ReceivingHandler(string msg);
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public event ReceivingHandler GetMsg;
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Socket socket;
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IPEndPoint endPoint;
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List<Socket> clientSockets = new List<Socket>();
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string state;
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private void Init(string IpAddress)
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{
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socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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IPAddress address = IPAddress.Parse(IpAddress);
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int port = 8000;
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endPoint = new IPEndPoint(address, port);
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}
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private void AcceptSockets()
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{
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while (true)
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{
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Socket clientSocket = socket.Accept();
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clientSockets.Add(clientSocket);
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Thread receiveThread = new Thread(BeginHostReceive);
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receiveThread.Start(clientSocket);
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Console.WriteLine("Connected");
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}
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}
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private void BeginHostReceive(object clSocket)
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{
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Socket clientSocket = clSocket as Socket;
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while (clientSocket != null)
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{
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byte[] bytesCount = new byte[4];
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clientSocket.Receive(bytesCount);
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byte[] Data = new byte[BitConverter.ToInt32(bytesCount)];
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StateObject so = new StateObject(clientSocket, Data);
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IAsyncResult count = clientSocket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, AsyncReceiveCallback, so);
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}
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}
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public void HostInit(string IpAddress)
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{
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Init(IpAddress);
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socket.Bind(endPoint);
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socket.Listen(4);
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Thread acceptThread = new Thread(AcceptSockets);
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acceptThread.Start();
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state = "Host";
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Console.WriteLine("Start Accept");
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}
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public void ClientInit(string IpAddress)
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{
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Init(IpAddress);
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socket.Connect(endPoint);
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state = "Client";
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Thread.Sleep(10);
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Thread ReceivingThread = new Thread(ReceiveMsgFromHost);
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ReceivingThread.Start();
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}
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public void SendMsg(string msg)
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{
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byte[] Data = Encoding.Unicode.GetBytes(msg);
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int count = Data.Length;
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if (state == "Host")
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{
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foreach (Socket socket in clientSockets)
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{
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socket.Send(BitConverter.GetBytes(count));
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socket.Send(Data);
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}
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}
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else
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{
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socket.Send(BitConverter.GetBytes(count));
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socket.Send(Data);
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}
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}
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public void ReceiveMsgFromHost()
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{
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while (true)
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{
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byte[] bytesCount = new byte[4];
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socket.Receive(bytesCount);
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byte[] Data = new byte[BitConverter.ToInt32(bytesCount)];
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StateObject so = new StateObject(socket, Data);
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IAsyncResult count = socket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, AsyncReceiveCallback, so);
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}
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}
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public void AsyncReceiveCallback(IAsyncResult ar)
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{
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StateObject so = ar.AsyncState as StateObject;
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Socket clientSocket = so.workSocket;
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int readCount = clientSocket.EndReceive(ar);
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so.UploadedBytesCount += readCount;
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so.sb.Append(Encoding.Unicode.GetString(so.buffer, 0, readCount));
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if (so.UploadedBytesCount < so.bufferSize)
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{
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clientSocket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, new AsyncCallback(AsyncReceiveCallback), so);
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}
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else
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{
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GetMsg(so.sb.ToString());
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}
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}
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}
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}
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26
DangerousD/GameCore/Network/StateObject.cs
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26
DangerousD/GameCore/Network/StateObject.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading.Tasks;
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namespace DangerousD.GameCore.Network
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{
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public class StateObject
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{
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public Socket workSocket;
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public int bufferSize;
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public byte[] buffer;
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public StringBuilder sb = new StringBuilder();
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public int UploadedBytesCount;
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public StateObject(Socket socket, byte[] buffer)
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{
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workSocket = socket;
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this.buffer = buffer;
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bufferSize = buffer.Length;
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UploadedBytesCount = 0;
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}
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}
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}
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