void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status ) { switch( status ) { case NetworkConnectionStatuses.Disconnected: { string text = string.Format( "Disconnected. Reason: \"{0}\"", sender.DisconnectionReason ); Log( text ); Disconnect(); } break; case NetworkConnectionStatuses.Connecting: Log( "Connecting..." ); break; case NetworkConnectionStatuses.Connected: Log( "Connected" ); Log( "Server: \"{0}\"", sender.RemoteServerName ); foreach( string serviceName in sender.ServerConnectedNode.RemoteServices ) Log( "Server service: \"{0}\"", serviceName ); buttonConnect.Enabled = false; buttonDisconnect.Enabled = true; textBoxUserName.ReadOnly = true; textBoxAddress.ReadOnly = true; textBoxEnterText.ReadOnly = false; buttonSend.Enabled = true; break; } }
void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status) { switch (status) { case NetworkConnectionStatuses.Disconnected: { string text = string.Format("Disconnected. Reason: \"{0}\"", sender.DisconnectionReason); Log(text); Disconnect(); } break; case NetworkConnectionStatuses.Connecting: Log("Connecting..."); break; case NetworkConnectionStatuses.Connected: Log("Connected"); Log("Server: \"{0}\"", sender.RemoteServerName); foreach (string serviceName in sender.ServerConnectedNode.RemoteServices) { Log("Server service: \"{0}\"", serviceName); } buttonConnect.Enabled = false; buttonDisconnect.Enabled = true; textBoxUserName.ReadOnly = true; textBoxAddress.ReadOnly = true; textBoxEnterText.ReadOnly = false; buttonSend.Enabled = true; break; } }
void renderTargetUserControl1_Tick(RenderTargetUserControl sender, float delta) { //update network status NetworkConnectionStatuses status = NetworkConnectionStatuses.Disconnected; if (GameNetworkClient.Instance != null) { status = GameNetworkClient.Instance.Status; } labelNetworkStatus.Content = status.ToString(); //moving free camera by keys if (Map.Instance != null && freeCameraEnabled) { float cameraVelocity = 20; Vec3 pos = freeCameraPosition; SphereDir dir = freeCameraDirection; float step = cameraVelocity * delta; if (renderTargetUserControl1.IsKeyPressed(Key.W) || renderTargetUserControl1.IsKeyPressed(Key.Up)) { pos += dir.GetVector() * step; } if (renderTargetUserControl1.IsKeyPressed(Key.S) || renderTargetUserControl1.IsKeyPressed(Key.Down)) { pos -= dir.GetVector() * step; } if (renderTargetUserControl1.IsKeyPressed(Key.A) || renderTargetUserControl1.IsKeyPressed(Key.Left)) { pos += new SphereDir( dir.Horizontal + MathFunctions.PI / 2, 0).GetVector() * step; } if (renderTargetUserControl1.IsKeyPressed(Key.D) || renderTargetUserControl1.IsKeyPressed(Key.Right)) { pos += new SphereDir( dir.Horizontal - MathFunctions.PI / 2, 0).GetVector() * step; } if (renderTargetUserControl1.IsKeyPressed(Key.Q)) { pos += new Vec3(0, 0, step); } if (renderTargetUserControl1.IsKeyPressed(Key.E)) { pos += new Vec3(0, 0, -step); } freeCameraPosition = pos; } }
//private void shouldgo() //{ // Go = true; //} //private string MySqlGetUserName() //{ // try // { // string commandername = "Unknown"; // string sql = "SELECT Name FROM phpap_AKusers WHERE Username=@User"; // MySqlCommand cmd = new MySqlCommand(sql, Program.AKsqlcon); // MySqlParameter User = new MySqlParameter(); // User.ParameterName = "@User"; // User.Value = Program.username; // cmd.Parameters.Add(User); // MySqlDataReader rdr = cmd.ExecuteReader(); // while (rdr.Read()) // { // if (rdr[0] != null) // { // commandername = rdr[0].ToString(); // } // } // if (commandername != "Unknown") // { // rdr.Close(); // rdr.Dispose(); // } // return commandername; // } // catch (Exception ex) // { // if (ex != null) // { // EngineConsole.Instance.Print(ex.Message); // return "Unknown"; // } // } // return "Unknown"; //} private void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status) { switch (status) { case NetworkConnectionStatuses.Disconnected: { string text = "Unable to connect to Server:"; if (sender.DisconnectionReason != "") { text += ". " + sender.DisconnectionReason; } SetInfo(text, true); DisposeClient(); } break; case NetworkConnectionStatuses.Connecting: SetInfo("Connecting to Server...", false); break; case NetworkConnectionStatuses.Connected: SetInfo("Connected to Server", false); //no work with client from this class anymore RemoveEventsForClient(); notDisposeClientOnDetach = true; //close all windows foreach (Control control in GameEngineApp.Instance.ControlManager.Controls) { control.SetShouldDetach(); } //create lobby window //MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add(new MultiplayerLobbyWindow()); GameEngineApp.Instance.Client_OnConnectedToServer(); break; } }
void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status) { switch (status) { case NetworkConnectionStatuses.Disconnected: { //string text = "Unable to connect"; //if( sender.DisconnectionReason != "" ) // text += ". " + sender.DisconnectionReason; //Log.Error( text ); WinFormsAppWorld.WorldDestroy(); Client_DisconnectFromServer(); } break; case NetworkConnectionStatuses.Connecting: break; case NetworkConnectionStatuses.Connected: break; } }
protected override void OnConnectedNodeConnectionStatusChanged( NetworkNode.ConnectedNode connectedNode, NetworkConnectionStatuses status, string message) { base.OnConnectedNodeConnectionStatusChanged(connectedNode, status, message); //connected if (status == NetworkConnectionStatuses.Connected) { //add to user management and send events to all clients userManagementService.CreateClientUser(connectedNode); } //disconnected if (status == NetworkConnectionStatuses.Disconnected) { //remove user UserManagementServerNetworkService.UserInfo user = userManagementService.GetUser( connectedNode); if (user != null) { userManagementService.RemoveUser(user); } } }
void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status ) { switch( status ) { case NetworkConnectionStatuses.Disconnected: { //string text = "Unable to connect"; //if( sender.DisconnectionReason != "" ) // text += ". " + sender.DisconnectionReason; //Log.Error( text ); WPFAppWorld.WorldDestroy(); Client_DisconnectFromServer(); } break; case NetworkConnectionStatuses.Connecting: break; case NetworkConnectionStatuses.Connected: break; } }
protected override void OnConnectionStatusChanged( NetworkConnectionStatuses status ) { base.OnConnectionStatusChanged( status ); }
protected override void OnConnectedNodeConnectionStatusChanged( NetworkNode.ConnectedNode connectedNode, NetworkConnectionStatuses status, string message) { base.OnConnectedNodeConnectionStatusChanged( connectedNode, status, message ); //connected if( status == NetworkConnectionStatuses.Connected ) { //add to user management and send events to all clients userManagementService.CreateClientUser( connectedNode ); } //disconnected if( status == NetworkConnectionStatuses.Disconnected ) { //remove user UserManagementServerNetworkService.UserInfo user = userManagementService.GetUser( connectedNode ); if( user != null ) userManagementService.RemoveUser( user ); } }
void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status ) { switch( status ) { case NetworkConnectionStatuses.Disconnected: { string text = "Unable to connect"; if( sender.DisconnectionReason != "" ) text += ". " + sender.DisconnectionReason; SetInfo( text, true ); DisposeClient(); } break; case NetworkConnectionStatuses.Connecting: SetInfo( "Connecting...", false ); break; case NetworkConnectionStatuses.Connected: SetInfo( "Connected", false ); //no work with client from this class anymore RemoveEventsForClient(); notDisposeClientOnDetach = true; //close all windows foreach( EControl control in GameEngineApp.Instance.ControlManager.Controls ) control.SetShouldDetach(); //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add( lobbyWindow ); GameEngineApp.Instance.Client_OnConnectedToServer(); break; } }
protected override void OnConnectionStatusChanged(NetworkConnectionStatuses status) { base.OnConnectionStatusChanged(status); }