Example #1
0
        public MainServerLogicForMainServer()
        {
            var localEp     = new System.Net.IPEndPoint(System.Net.IPAddress.Any, 1500);
            var myUdpClient = new System.Net.Sockets.UdpClient(localEp);

            myUdpClient.Client.ReceiveTimeout = 1000;
            this._serverComManager            = new ComManager.ServerComManager(myUdpClient);

            _cancellationTokenSource = new System.Threading.CancellationTokenSource();

            GameCom.ServerMessenger.ReceivedDataLog  += ServerMessenger_ReceivedDataLog;
            _serverComManager.SocketEventInfo        += _serverComManager_SocketEventInfo;;
            _serverComManager.NewGameServerConnected += _serverComManager_NewGameServerConnected;
            _serverComManager.ReceivedDataLog        += ServerMessenger_ReceivedDataLog;
        }
Example #2
0
        public PlayerLogicForGameServer(int listenPort)
        {
            AddGames();//TODO: for debug
            var localEp     = new System.Net.IPEndPoint(System.Net.IPAddress.Any, listenPort);
            var myUdpClient = new System.Net.Sockets.UdpClient(localEp);

            myUdpClient.Client.ReceiveTimeout       = 1000;
            this._serverComManager                  = new ComManager.ServerComManager(myUdpClient);
            this._serverComManager.SocketEventInfo += _serverComManager_SocketEventInfo;;
            _cancellationTokenSource                = new System.Threading.CancellationTokenSource();
            _clientMessenger = new GameCom.ClientMessenger(myUdpClient, _cancellationTokenSource.Token);
            _clientMessenger.SocketEventInfo       += _serverComManager_SocketEventInfo;
            _clientMessenger.HandleRecievedMessage += HandleRecievedMessage;
            _serverComManager.ReceivedDataLog      += _serverComManager_ReceivedDataLog;
            _serverComManager.SocketEventInfo      += _serverComManager_SocketEventInfo1;
        }