public void Disconnect() { if (this.serverConnection != null) { this.serverConnection.Disconnect(); serverConnection = null; } }
public void Connect() { string address = "192.168.1.102"; int port = 23; try { Interface.StatusText.Text = "Attempting a connection to " + address + ", port " + port.ToString() + "..."; this.serverConnection = new MUDServerConnection(address, port, PlayerName); } catch (Exception) { Interface.StatusText.Text = "Connection failed. Please verify your internet connectivity and server information, then try again."; return; } Interface.StatusText.Text = "Connected."; this.serverConnection.serverMessage += new MUDServerConnection.serverMessageEventHandler(serverConnection_serverMessage); this.serverConnection.disconnected += new MUDServerConnection.disconnectionEventHandler(serverConnection_disconnected); this.Interface.ConnectButton.IsChecked = true; }
//when the main window loads, prompt the user for connection info private void Window_Loaded(object sender, RoutedEventArgs e) { bool successfulConnection; do { //prompts string address = TextInputDialog.PromptUser("Server Address", "Input a MUD server address:"); string portString = TextInputDialog.PromptUser("Server Port", "Enter the server's port number:"); //convert port to int, default to port=23 in the event of any parsing issue int port; if (!int.TryParse(portString, out port)) port = 23; //attempt a connection successfulConnection = true; try { //tell the user what we're doing first this.appendText("Attempting a connection to " + address + ", port " + port.ToString() + "..."); //then give it a shot this.serverConnection = new MUDServerConnection(address, port); } //if there's any problem, start over with prompts again catch (Exception) { this.appendText("Connection failed. Please verify your internet connectivity and server information, then try again."); successfulConnection = false; } } while (!successfulConnection); //now that we've connected, start listening for messages and disconnections this.serverConnection.serverMessage += new MUDServerConnection.serverMessageEventHandler(serverConnection_serverMessage); this.serverConnection.disconnected += new MUDServerConnection.disconnectionEventHandler(serverConnection_disconnected); this.serverConnection.telnetMessage += new MUDServerConnection.serverTelnetEventHandler(serverConnection_telnetMessage); }
void serverConnection_disconnected() { Interface.StatusText.Text = "Disconnected."; serverConnection = null; this.Interface.ConnectButton.IsChecked = false; }