Ejemplo n.º 1
0
 /// <summary>
 /// Bearbeitet falls ein Client Connected
 /// </summary>
 public static void OnClientConnectToServer(IPEndPoint _IPEndPoint)
 {
     //GameLibrary.Connection.Event.EventList.Add(new GameLibrary.Connection.Event(new UpdateChunkMessage(GameLibrary.Model.Map.World.World.world.getRegion(0).getChunk(0)), GameLibrary.Connection.GameMessageImportance.VeryImportant));
     Client var_Client = new Client(_IPEndPoint);
     Configuration.networkManager.addClient(var_Client);
     //ServerNetworkManager.serverNetworkManager.SendMessageToClient(new UpdateRegionMessage(GameLibrary.Model.Map.World.World.world.getRegion(0)), var_Client);
 }
Ejemplo n.º 2
0
 public override void SendMessageToClient(IGameMessage _IGameMessage, Client _Client)
 {
     NetOutgoingMessage om = netServer.CreateMessage();
     om.Write((byte)_IGameMessage.MessageType);
     _IGameMessage.Encode(om);
     foreach (NetConnection connection in this.netServer.Connections)
     {
         if (connection.RemoteEndPoint == _Client.IPEndPoint)
         {
             this.netServer.SendMessage(om, connection, NetDeliveryMethod.ReliableOrdered); // ReliableUnordered // Unreliable
             break;
         }
     }
 }
Ejemplo n.º 3
0
 public virtual void SendMessageToClient(IGameMessage _IGameMessage, Client _Client)
 {
 }
Ejemplo n.º 4
0
 public void addClient(Client _Client)
 {
     serverClients.Add(_Client);
 }
Ejemplo n.º 5
0
 public void removeClient(Client _Client)
 {
     serverClients.Remove(_Client);
 }