void SetRules() { string remoteAddresses = RangeCalculator.GetRemoteAddresses(addresses); // If the firewall rules aren't set yet. if (!set) { FirewallRule.CreateInbound(remoteAddresses, true, false); FirewallRule.CreateOutbound(remoteAddresses, true, false); active = true; set = true; UpdateActive(); return; } // If they are set but not enabled. if (set && !active) { FirewallRule.CreateInbound(remoteAddresses, true, true); FirewallRule.CreateOutbound(remoteAddresses, true, true); active = true; UpdateActive(); return; } // If they are active and set. if (active && set) { FirewallRule.CreateInbound(remoteAddresses, false, true); FirewallRule.CreateOutbound(remoteAddresses, false, true); UpdateNotActive(); active = false; } }
void SetRules() { string remoteAddresses = RangeCalculator.GetRemoteAddresses(addresses); // If the firewall rules aren't set yet. if (!getSelectedGame().Created) { if (FirewallRule.CreateInbound(remoteAddresses, this.getSelectedGame(), true, false) && FirewallRule.CreateOutbound(remoteAddresses, this.getSelectedGame(), true, false)) { getSelectedGame().Active = true; getSelectedGame().Created = true; UpdateActive(); } return; } // If they are set but not enabled. if (getSelectedGame().Created&& !getSelectedGame().Active) { if (FirewallRule.CreateInbound(remoteAddresses, this.getSelectedGame(), true, true) && FirewallRule.CreateOutbound(remoteAddresses, this.getSelectedGame(), true, true)) { getSelectedGame().Active = true; UpdateActive(); } return; } // If they are active and set. if (getSelectedGame().Created&& getSelectedGame().Active) { if (FirewallRule.CreateInbound(remoteAddresses, this.getSelectedGame(), false, true) && FirewallRule.CreateOutbound(remoteAddresses, this.getSelectedGame(), false, true)) { getSelectedGame().Active = false; UpdateActive(); } return; } }