Ejemplo n.º 1
0
        private Timer TimeoutTimer; // The timer used to cause sync timeouts.

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Create a new network server.
        /// </summary>
        /// <param name="gameDataUpdater">The function to use to update the game when receiving game packets.</param>
        /// <param name="port">The port to create the network server on.</param>
        public NetworkServer(int port)
            : base(NetworkStateMachine.NetworkState.SERVERSTART)
        {
            connections = new Dictionary<IPEndPoint, ConnectionID>();

            Debug.WriteLine("Starting Server");

            networkWorker = new NetworkWorker(port);
            networkThread.Start();
            return;
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Connect to the game server.
 /// </summary>
 /// <param name="host">The name of the host to connect to.</param>
 /// <param name="port">The port on the host to connect to.</param>
 /// <returns>Returns a boolean representing whether or not the connection was succesful.</returns>
 public bool Connect(String host, int port)
 {
     try
     {
         serverEndPoint = new IPEndPoint(IPAddress.Parse(host), port); // Store server info
         networkWorker = new NetworkWorker();//Spawn the client reader/writer threads
         networkStateMachine.DoTransition(NetworkStateMachine.TransitionEvent.CLIENTCONNECT, null); // Client may now try to connect
         serverReadySemaphore.Release(); // Inform the client thread that the server info is ready
         SendHandshake(); // Send the handshake request to the server
         clientConnectedSemaphore.WaitOne(); // Wait for the connection to be established
         return true;
     }
     catch (Exception error)
     {
         Debug.WriteLine("Unable to connect to server: {0}", error.Message);
         return false;
     }
 }