internal StateManager(LiNGSServer server) { this.server = server; this.clientStates = new List <ClientState>(); this.newClients = new List <ClientState>(); this.disconnectedClients = new List <GameClient>(); }
internal GameLogicProcessor(LiNGSServer server) { this.server = server; this.NetworkedObjects = new Dictionary <string, NetworkedObject>(); this.ClientNetworkedObjects = new Dictionary <string, ClientNetworkedObject>(); this.networkObjectQueue = new List <QueuedClientNetworkedObjectData>(); this.disconnectedClients = new List <GameClient>(); }
internal Manager(LiNGSServer server, int maxClients) { this.server = server; this.maxClients = maxClients; this.importantMessages = new List <ImportantMessageWrapper>(); this.disconnectingClients = new List <GameClient>(); this.connectingClients = new List <NetworkMessage>(); this.ConnectedClients = new List <GameClient>(); }
public StrikerServer(string levelName) { ServerProperties sp = ServerProperties.Default; sp.MaxClients = 2; sp.ListenPort = 6666; game = new GameController(levelName); server = new LiNGSServer(sp, game); game.server = server; }
internal NetworkManager(LiNGSServer server, int listenPort) { this.server = server; this.serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); this.endPoint = new IPEndPoint(IPAddress.Any, listenPort); this.receivedData = new byte[server.ServerProperties.MaxMessageSize]; //Maximum message size is defaulted to 512 bytes to avoid network fragmentation, see: RFC 1122 Section 3.3.2 this.serverSocket.Bind(endPoint); IPEndPoint senderEndPoint = new IPEndPoint(IPAddress.Any, 0); EndPoint epSender = (EndPoint)senderEndPoint; this.serverSocket.BeginReceiveFrom(receivedData, 0, receivedData.Length, SocketFlags.None, ref epSender, new AsyncCallback(OnReceive), epSender); }
public MessageAggregator(LiNGSServer server) { this.server = server; this.bufferedMessages = new Dictionary <NetworkClient, BufferedNetworkMessage>(); this.messagesToSend = new List <BufferedNetworkMessage>(); }
public Analyzer(LiNGSServer server) { this.server = server; this.manager = server.Manager; }
internal PersistentStateManager(LiNGSServer server) { this.server = server; this.enabled = server.ServerProperties.EnablePersistentStates; this.storageEngine = new StorageEngine <ClientStateWrapper>(server.ServerProperties.SessionStorageBaseDirectory, GameClient.SessionGUID.ToString()); }
public Dispatcher(LiNGSServer server) { this.server = server; stateManager = server.StateManager; }