Ejemplo n.º 1
0
        private static async Task RunExample()
        {
            // Let's go back to our embedded connector now, to discuss what the
            // lifetime of a connection looks like.
            //
            // We'll create an embedded connector, but this time we're going to
            // include a maximum ping timeout of 100ms. This is a fairly short
            // timer, but since everything is running in our current process, it
            // should be fine.
            var connector = new ButtplugEmbeddedConnector("Example Server", 100);
            var client    = new ButtplugNoPingTestClient(connector);

            // Just because the Client takes care of sending the ping message for
            // you doesn't mean that a connection is always perfect. It could be
            // that some code you write blocks the thread that the timer is
            // sending on, or sometimes the client's connection to the server can
            // be severed. In these cases, the client has events we can listen to
            // so we know when either we pinged out, or the server was disconnected.
            client.PingTimeout += (aObj, aEventArgs) =>
                                  Console.WriteLine("B******g ping timeout!");
            client.ServerDisconnect += (aObj, aEventArgs) =>
                                       Console.WriteLine("B******g disconnected!");

            // Let's go ahead and connect.
            await client.ConnectAsync();

            Console.WriteLine("Client connected");

            // If you'd like more information on what's going on, uncomment these 2 lines.

            // client.Log += (aObj, aMsg) => Console.WriteLine(aMsg.Message.LogMessage);
            // await client.RequestLogAsync(ButtplugLogLevel.Debug);

            // If we just sit here and wait, the client and server will happily
            // ping each other internally, so we shouldn't see anything printed
            // outside of the "hit key to continue" message. Our wait function is
            // async, so the event loop still spins and the timer stays happy.
            await WaitForKey();

            // Now we'll kill the timer. You should see both a ping timeout and a
            // disconnected message from the event handlers we set up above.
            Console.WriteLine("Stopping ping timer");
            client.StopPingTimer();
            await WaitForKey();

            // At this point we should already be disconnected, so we'll just
            // show ourselves out.
        }
Ejemplo n.º 2
0
        static async Task RunExample()
        {
            // Let's go back to our embedded connector now, to discuss what the lifetime of a
            // connection looks like.
            //
            // We'll create an embedded connector, but this time we're going to include a maximum
            // ping timeout of 100ms. This is a fairly short timer, but since everything is running
            // in our current process, it should be fine.
            //
            // The ping timer exists in a B******g Server as a way to make sure all hardware stops
            // and a disconnection happens in the event of a thread block, remote disconnection, etc.
            // If a maximum ping time is set, then the B******g Client is expected to send a B******g
            // Ping message to the server with a maximum time gap of the ping time. Luckily,
            // reference B******g Clients, like we're using here, will handle that for you.
            var connector = new ButtplugEmbeddedConnector("Example Server", 100);
            var client    = new ButtplugNoPingTestClient(connector);

            // That said, just because the Client takes care of sending the message for you doesn't
            // mean that a connection is always perfect. It could be that some code you write blocks
            // the thread that the timer is sending on, or sometimes the client's connection to the
            // server can be severed. In these cases, the client has events we can listen to so we
            // know when either we pinged out, or the server was disconnected.
            client.PingTimeout      += (aObj, aEventArgs) => Console.WriteLine("B******g ping timeout!");
            client.ServerDisconnect += (aObj, aEventArgs) => Console.WriteLine("B******g disconnected!");

            // Let's go ahead and connect.
            await client.ConnectAsync();

            Console.WriteLine("Client connected");
            // If we just sit here and wait, the client and server will happily ping each other
            // internally, so we shouldn't see anything printed outside of the "hit key to continue"
            // message. Our wait function is async, so the event loop still spins and the timer stays happy.
            await WaitForKey();

            // Now we'll kill the timer. You should see both a ping timeout and a disconnected message from
            // the event handlers we set up above.
            Console.WriteLine("Stopping ping timer");
            client.StopPingTimer();
            await WaitForKey();

            // At this point we should already be disconnected, so we'll just show ourselves out.
        }
Ejemplo n.º 3
0
        public async Task TestClientPingTimeout()
        {
            _server = new TestServer(50);
            var signal = new SemaphoreSlim(1, 1);

            // This is a test, so just ignore the logger requirement for now.
            _connector           = new ButtplugEmbeddedConnector(_server);
            _client              = new ButtplugNoPingTestClient(_connector);
            _client.PingTimeout += (aObj, aEventArgs) =>
            {
                if (signal.CurrentCount == 0)
                {
                    signal.Release(1);
                }
            };

            // We should connect, then basically be instantly disconnected due to ping timeout
            await _client.ConnectAsync();

            await signal.WaitAsync();
        }