Example #1
0
        protected override void connectImpl()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("StardewValley");

            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
            config.EnableMessageType(NetIncomingMessageType.ConnectionLatencyUpdated);
            config.ConnectionTimeout       = 30f;
            config.PingInterval            = 5f;
            config.MaximumTransmissionUnit = 1200;
            client = new NetClient(config);
            client.Start();
            attemptConnection();
        }
Example #2
0
        ///
        /// <summary>
        ///		Initializes a new instance of the <see cref="ServerForm"/> class.
        /// </summary>
        ///
        /// <param name="autoStart">Whether or not to automatically start the server.</param>
        ///
        public ServerForm(Boolean autoStart)
        {
            InitializeComponent();


            // Set up the file system.
            serverDataDirectory = Path.Combine(Environment.CurrentDirectory, "server_data");


            // Set up the RNG.
            random = new Random();


            #region Networking Setup

            // Set up the config.
            netConfig      = new NetPeerConfiguration("Everblaze");
            netConfig.Port = 1945;
            netConfig.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            netConfig.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            netConfig.PingInterval      = 1.5F;
            netConfig.ConnectionTimeout = 8.0F;

            // Set up the server object.
            server = new NetServer(netConfig);

            ServerTimer.Interval = 17;

            #endregion


            #region Game Setup

            // Set up the server configuration.
            // This will automatically load existing server data or create new data.
            serverConfiguration = new ServerConfiguration(
                Path.Combine(serverDataDirectory, "main.cfg"),
                ref world);

            #endregion


            if (autoStart)
            {
                log("INFO", "Automatic startup command received. Starting automatically.");

                Thread.Sleep(750);
                StartMenuItem_Click(null, null);
            }
        }
        public override void OnEnabled()
        {
            NetPeerConfiguration Configuration = new NetPeerConfiguration(ConstantValues.ServerString)
            {
                Port = (int)ConstantValues.Port
            };

            Configuration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            Configuration.EnableMessageType(NetIncomingMessageType.StatusChanged);
            server = new NetServer(Configuration);
            server.Start();

            base.OnEnabled();
        }
        public void Start(bool isServer, int port, string url = null)
        {
            _isServer = isServer;
            _url      = url;
            _port     = port;
            _cancellationTokenSource = new CancellationTokenSource();

            OnClose += Close;

            if (_isServer)
            {
                var config = new NetPeerConfiguration("networkGame")
                {
                    Port              = _port,
                    PingInterval      = 1f,
                    ConnectionTimeout = 5f
                };
                config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
                config.EnableMessageType(NetIncomingMessageType.ConnectionLatencyUpdated);
                config.EnableMessageType(NetIncomingMessageType.WarningMessage);
                config.EnableMessageType(NetIncomingMessageType.VerboseDebugMessage);
                config.EnableMessageType(NetIncomingMessageType.ErrorMessage);
                config.EnableMessageType(NetIncomingMessageType.Error);
                config.EnableMessageType(NetIncomingMessageType.DebugMessage);
                _server = new NetServer(config);
                _server.Start();
            }
            else
            {
                var config = new NetPeerConfiguration("networkGame")
                {
                    PingInterval      = 1f,
                    ConnectionTimeout = 5f
                };
                config.EnableMessageType(NetIncomingMessageType.WarningMessage);
                config.EnableMessageType(NetIncomingMessageType.VerboseDebugMessage);
                config.EnableMessageType(NetIncomingMessageType.ErrorMessage);
                config.EnableMessageType(NetIncomingMessageType.Error);
                config.EnableMessageType(NetIncomingMessageType.DebugMessage);
                _client = new NetClient(config);
                _client.Start();
                _client.Connect(_url, _port);
            }

            _task = new Task(() =>
            {
                Run(_cancellationTokenSource.Token);
            });
            _task.Start();
        }
        public MasterServerMgr(int port = SharedDef.MASTER_SERVER_PORT)
        {
            connections = new Dictionary <NetConnection, ServerMgr>();

            NetPeerConfiguration conf = new NetPeerConfiguration("Orbit");

            conf.EnableMessageType(NetIncomingMessageType.UnconnectedData);
            conf.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            conf.Port = port;

#if DEBUG
            /*conf.SimulatedMinimumLatency = 0.2f; // 100ms
             * conf.SimulatedRandomLatency = 0.05f; // +- 50ms*/

            //conf.EnableMessageType(NetIncomingMessageType.DebugMessage);
            conf.EnableMessageType(NetIncomingMessageType.Error);
            conf.EnableMessageType(NetIncomingMessageType.ErrorMessage);
            conf.EnableMessageType(NetIncomingMessageType.Receipt);
            conf.EnableMessageType(NetIncomingMessageType.UnconnectedData);
            conf.EnableMessageType(NetIncomingMessageType.WarningMessage);
#endif
#if VERBOSE
            conf.EnableMessageType(NetIncomingMessageType.VerboseDebugMessage);
#endif

            server = new NetServer(conf);
            server.RegisterReceivedCallback(new SendOrPostCallback(GotMessage));
            server.Start();
        }
        public Server()
        {
            players = new List <Player>();
            var config = new NetPeerConfiguration("networkGame")
            {
                Port = 4207
            };

            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            config.EnableMessageType(NetIncomingMessageType.Data);

            server = new NetServer(config);
            server.Start();
        }
Example #7
0
        public override void initialize()
        {
            Console.WriteLine("Starting LAN server");
            NetPeerConfiguration config = new NetPeerConfiguration("StardewValley");

            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            config.Port = 24642;
            config.ConnectionTimeout       = 30f;
            config.PingInterval            = 5f;
            config.MaximumConnections      = Game1.multiplayer.playerLimit * 2;
            config.MaximumTransmissionUnit = 1200;
            server = new NetServer(config);
            server.Start();
        }
        public ConnectionHandler(Random rand, Game1 g)
        {
            // Creates a unique identifier, thats what the string is for (used for people on the same ports)
            NetPeerConfiguration config = new NetPeerConfiguration("GalaticImperialism");

            config.PingInterval              = 6;                               // Not entirely sure oops.
            config.MaximumConnections        = 4;                               // Maximum amount of connections you're allowed to have, set this to 4 since max is 4 players.
            config.AcceptIncomingConnections = true;                            // Allows people to connect to you essentially
            config.AutoFlushSendQueue        = true;                            // Not entirely sure.
            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse); // Essentially these two lines say what type of messages are allowed
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);  // and what we will handle and receive essentially.
            peer = new NetPeer(config);                                         // Creates the NetPeer object with the config above.

            game = g;
        }
Example #9
0
        private static NetServer CreatePeer(int port)
        {
            var config = new NetPeerConfiguration(AppConstants.NetAppIdentifier)
            {
                Port = port,
                AcceptIncomingConnections = true,
                UseMessageRecycling       = true,
                PingInterval = 2f
            };

            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            config.EnableMessageType(NetIncomingMessageType.UnconnectedData);

            return(new NetServer(config));
        }
Example #10
0
        protected NetServer StartServer(int aPort)
        {
            NetPeerConfiguration npConfig = new NetPeerConfiguration("DMP");

            npConfig.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            npConfig.EnableMessageType(NetIncomingMessageType.StatusChanged);
            npConfig.EnableMessageType(NetIncomingMessageType.Data);
            npConfig.Port = aPort;

            NetServer server = new NetServer(npConfig);

            server.Start();

            return(server);
        }
        public void StartClientConnection(string ip, string port)
        {
            _config = new NetPeerConfiguration(GameConfiguration.NetworkAppIdentifier)
            {
#if DEBUG
                //PingInterval = 1f, // send ping every 1 second
                //SimulatedLoss = 0.5f, // from 0 to 1
                SimulatedMinimumLatency = GameConfiguration.SimulatedMinimumLatency,
#endif
            };

            _config.EnableMessageType(NetIncomingMessageType.ConnectionLatencyUpdated);

            _hasStarted   = true;
            _connected    = false;
            _disconnected = false;

            // Client initialize
            _client = new NetClient(_config);
            _client.Start();

            _messagePool = new Queue <NetIncomingMessage>();

            var threadStart = new ThreadStart(MessagePooling);
            _messagePooling = new Thread(threadStart);
            _messagePooling.Start();

            TryToConnect(ip, port);
        }
Example #12
0
        public Arena(World world, Tile[,] walls, Tile[,] floors, Item[] items, int size)
        {
            Walls              = walls;
            Floors             = floors;
            Size               = size;
            Items              = items;
            _world             = world;
            ListOfMyBullets    = new List <Bullet>();
            ListOfOtherBullets = new List <Bullet>();
            Random rnd = new Random();
            int    id  = rnd.Next(0, 1000);
            Player me  = new Player(_world, new Vector2(100, 100), 0, true);

            me.id = id;

            Team1 = new List <Player>();
            Team2 = new List <Player>();
            Team1.Add(me);
            Me.BulletEvent += AddBullet;
            _timers         = new float[items.Length];

            light = new Light(Me.Position);

            #region networking


            NetPeerConfiguration config = new NetPeerConfiguration("xnaapp");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);

            client = new NetClient(config);
            client.Start();
            client.Connect("127.0.0.1", 14242);

            #endregion
        }
        public static void Run(NetPeer peer)
        {
            NetPeerConfiguration config = new NetPeerConfiguration("Test");

            config.EnableMessageType(NetIncomingMessageType.UnconnectedData);
            if (config.IsMessageTypeEnabled(NetIncomingMessageType.UnconnectedData) == false)
            {
                throw new NetException("setting enabled message types failed");
            }

            config.SetMessageTypeEnabled(NetIncomingMessageType.UnconnectedData, false);
            if (config.IsMessageTypeEnabled(NetIncomingMessageType.UnconnectedData) == true)
            {
                throw new NetException("setting enabled message types failed");
            }

            TestContext.Out.WriteLine("Misc tests OK");

            TestContext.Out.WriteLine("Hex test: " + NetUtility.ToHexString(new byte[] { 0xDE, 0xAD, 0xBE, 0xEF }));

            if (NetUtility.BitsToHoldUInt64((ulong)UInt32.MaxValue + 1ul) != 33)
            {
                throw new NetException("BitsToHoldUInt64 failed");
            }
        }
Example #14
0
        private void InitNetwork()
        {
            LogText("Current Directory: " + Directory.GetCurrentDirectory());

            if (connectToIp == "-server")
            {
                StartServer();
                return;
            }

            var config = new NetPeerConfiguration("file transfer");

            if (connectToIp == null)
            {
                LogText("Searching for server...");
                config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
                stopWatch.Start();
            }
            var client = new NetClient(config);

            client.Start();

            if (connectToIp == null)
            {
                client.DiscoverLocalPeers(mPort);
            }
            else
            {
                LogText("Connecting to server:" + connectToIp);
                client.Connect(connectToIp, mPort);
                foundServer = true;
            }
            peer = client;
        }
Example #15
0
        static void UdpMain(GameList gameList)
        {
            var config = new NetPeerConfiguration("SpagAachen.Ballz");

            config.Port = 43117;
            config.EnableMessageType(NetIncomingMessageType.UnconnectedData);
            var peer = new NetPeer(config);

            peer.Start();
            while (true)
            {
                Thread.Sleep(10);
                NetIncomingMessage msg;
                while ((msg = peer.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                    case NetIncomingMessageType.UnconnectedData:
                        gameList.RequestAddGame(msg);
                        break;
                    }
                    peer.Recycle(msg);
                }
            }
        }
Example #16
0
        public void Initiate()
        {
            //Load all assets
            Assets.Load();
            Console.WriteLine("Assets Loaded Successfully");

            //Load our zone
            Zone.Initiate();

            Configuration      = new NetPeerConfiguration(ServerHandle);
            Configuration.Port = Port;
            Configuration.MaximumConnections = MaximumConnections;
            Configuration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            Server = new NetServer(Configuration);

            Server.Start();

            LinkConfig = new NetPeerConfiguration("LinkServer");
            LinkServer = new NetClient(LinkConfig);
            LinkServer.Start();

            Receive = new Receiver();
            Console.WriteLine("Server started -- Now Listening..");

            //Poll Communcation
            while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
            {
                Discovery();
                ReadMessage();
                Zone.Poll();
            }

            //Sends a disconnection message and shuts down server
            WriteMessage();
        }
Example #17
0
        public HostLobby(EventHandler callback)
            : base(callback)
        {
            if (!contentLoaded)
            {
                contentLoaded = true;

                bigFont = Content.Load <SpriteFont>("spritefonts/BigMessage");
            }

            viewport = GraphicsDevice.Viewport;

            NetPeerConfiguration config = new NetPeerConfiguration("rts");

            config.Port = 14242;
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);

            server = new NetServer(config);
            server.Start();

            if (Game1.DEBUG)
            {
                server.Configuration.SimulatedMinimumLatency = .08f;
                server.Configuration.SimulatedRandomLatency  = .01f;
            }
        }
Example #18
0
        // Init Network Controller
        public void initTCP()
        {
            if (TCPClient == null)
            {
                // Networking //
                NetPeerConfiguration config = new NetPeerConfiguration("Elysium Diamond #1.0.0");
                config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
                config.ConnectionTimeout   = 25;
                config.UseMessageRecycling = true;

                TCPClient = new NetClient(config);
                TCPClient.Start();
                TCPClient.Socket.Blocking = false;
            }

            if (Connected() == false)
            {
                if (string.IsNullOrEmpty(Settings.WorldServerIP))
                {
                    return;
                }
                // Check if server is online //
                if (Environment.TickCount >= tick + 1000)
                {
                    TCPClient.DiscoverKnownPeer(Settings.WorldServerIP, Settings.WorldServerPort);
                    tick = Environment.TickCount;
                }
            }
        }
        public IConnection InitializeUdpLanConnection(out Guid connectionGuid)
        {
            var config = new NetPeerConfiguration("RemoteDesktop")
            {
                LocalAddress       = _localIpAddress.Value,
                MaximumConnections = 1
            };

            config.EnableMessageType(NetIncomingMessageType.UnconnectedData);

            var server = new NetServer(config);

            server.Start();

            server.RegisterReceivedCallback(state =>
            {
                var message2 = server.ReadMessage();
                Debug.Print("Receive message");
            });

            connectionGuid = _dtpFactory.ExecuteFunction <Guid>("InitializeUdpLanConnection",
                                                                (IPEndPoint)server.Socket.LocalEndPoint);



            var message = server.WaitMessage(5 * 1000);

            if (message?.ReadString() == "GARYFUCKINGWASHINGTON")
            {
                //if (server.WaitMessage(5*1000)?.SenderConnection?.Status == NetConnectionStatus.Connected)
                return(new NetServerConnection(server));
            }

            throw new ConnectionException("Unable to receive data from remote client", ConnectionType.UdpLan);
        }
Example #20
0
        public ServerHandler(EntityList eList)
        {
            this.eList = eList;

            config = new NetPeerConfiguration("NetworkTestGame")
            {
                Port = 14242
            };

            config.EnableUPnP = true;
            //config.LocalAddress = IPAddress.Parse("172.30.1.32");
            config.MaximumConnections = 8;
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            server = new NetServer(config);

            server.Start();

            server.UPnP.ForwardPort(14242, "NetworkGameTest");

            if (server.Status == NetPeerStatus.Running)
            {
                Console.WriteLine("Server is running on port " + config.Port);
            }
            else
            {
                Console.WriteLine("Server not started...");
            }
        }
Example #21
0
        /// <summary>
        /// Inicia o servidor.
        /// </summary>
        /// <param name="localAddress"></param>
        /// <param name="address"></param>
        /// <param name="port"></param>
        public void InitializeClient(string localAddress, string address, int port)
        {
            localIP   = localAddress;
            ip        = address;
            this.port = port;

            NetPeerConfiguration config = new NetPeerConfiguration(Settings.Discovery);

            config.ConnectionTimeout   = 25;
            config.UseMessageRecycling = true;
            config.AutoFlushSendQueue  = true;
            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse | NetIncomingMessageType.StatusChanged | NetIncomingMessageType.Data);
            config.DisableMessageType(NetIncomingMessageType.ConnectionApproval |
                                      NetIncomingMessageType.ConnectionLatencyUpdated |
                                      NetIncomingMessageType.DebugMessage |
                                      NetIncomingMessageType.Error |
                                      NetIncomingMessageType.NatIntroductionSuccess |
                                      NetIncomingMessageType.Receipt |
                                      NetIncomingMessageType.UnconnectedData |
                                      NetIncomingMessageType.VerboseDebugMessage |
                                      NetIncomingMessageType.WarningMessage);

            socket = new NetClient(config);
            socket.Start();
            socket.Socket.Blocking = false;
        }
Example #22
0
        private void startServer(object sender, EventArgs e)
        {
            //Create a new config instance, used to configure the server settings. Ky is the identifier for our network relationship in this case
            Config = new NetPeerConfiguration("Ky");
            //Listening on port 3000, clients must connect to port 3000 if they want to connect to us.
            Config.Port = 3000;
            //Enables it so users have to 'login'/'be approved' to join our network
            Config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            //Create new server instance with the Config we've created
            Server = new NetServer(Config);
            //[sass]I don't know what this does..[/sass]
            Server.Start();

            //Let it be known that the server has started, hallelujah
            Write("Server started on port: " + Config.Port);

            //Create our data instances to keep track of our game world
            ConnectedPlayers = new List <Character>();

            //We listen for clients on a separate Thread. This is a bit of an 'advanced' topic. You can ask me more about it if you're curious
            //But the main reason for this one is so, it does not perform these actions on our 'Main' thread. This thread is used for our UI
            //If we perform too many functions on our UI thread. Our UI may lag, so.. there's that!
            Thread t = new Thread(new ThreadStart(listenForMessages));

            t.Start();

            serverIsRunning = true;
        }
Example #23
0
        public void Startup()
        {
            var netConfig = new NetPeerConfiguration("SS14_NetTag");

            if (IsServer)
            {
                netConfig.Port = Port;
                netConfig.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            }

#if DEBUG
            //Simulate Latency
            if (_config.GetCVar <bool>("net.fakelag"))
            {
                netConfig.SimulatedLoss           = _config.GetCVar <float>("net.fakeloss");
                netConfig.SimulatedMinimumLatency = _config.GetCVar <float>("net.fakelagmin");
                netConfig.SimulatedRandomLatency  = _config.GetCVar <float>("net.fakelagrand");
            }

            netConfig.ConnectionTimeout = 30000f;
#endif
            _netPeer = new NetPeer(netConfig);

            _netPeer.Start();
        }
Example #24
0
        public NetHandler(string gameName, int port)
        {
            _packetHandlers = new Dictionary <PacketType, List <Action <PacketReceivedEventArgs> > >();
            _connections    = new Dictionary <long, PlayerConnection>();

            var config = new NetPeerConfiguration(gameName)
            {
                Port = port
            };

            config.DisableMessageType(NetIncomingMessageType.NatIntroductionSuccess);
            config.DisableMessageType(NetIncomingMessageType.Receipt);
            config.DisableMessageType(NetIncomingMessageType.UnconnectedData);
            config.DisableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.DisableMessageType(NetIncomingMessageType.DiscoveryResponse);
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            config.AcceptIncomingConnections = true;

#if DEBUG
            config.ConnectionTimeout = 60;
#else
            config.ConnectionTimeout = 5;
#endif

            config.EnableUPnP = false;

            _netServer = new NetServer(config);
        }
Example #25
0
        ///
        /// <summary>
        ///		Initializes a new instance of the <see cref="Game"/> class.
        /// </summary>
        ///
        /// <param name="IP">The IP address of the server to attempt connection with.</param>
        ///
        public Game(String IP)
        {
            // Set up the graphics device manager.
            graphics = new GraphicsDeviceManager(this);

            // Set the initial window size...
            graphics.PreferredBackBufferWidth  = 1920;
            graphics.PreferredBackBufferHeight = 1080;
            graphics.IsFullScreen = true;


            // Set the content root directory.
            Content.RootDirectory = "data";


            // Make sure the cursor is visible...
            this.IsMouseVisible = true;


            #region Networking Setup

            // Set up the networking configuration.
            netConfig = new NetPeerConfiguration("Everblaze");
            netConfig.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);

            // Set up the actual client object.
            client = new NetClient(netConfig);
            client.Start();

            this.serverIP = IP;

            #endregion
        }
Example #26
0
        /// <summary>
        /// Initializes a new instance of the <see cref="NetworkClient"/> class.
        /// </summary>
        /// <param name="applicationIdentifier">The application identifier.</param>
        public NetworkClient(string applicationIdentifier)
        {
            var config = new NetPeerConfiguration(applicationIdentifier);

            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);
            this.client = new NetClient(config);
        }
        public override void Start()
        {
            if (netServer != null)
            {
                return;
            }

            netPeerConfiguration = new NetPeerConfiguration("barotrauma")
            {
                AcceptIncomingConnections = true,
                AutoExpandMTU             = false,
                MaximumConnections        = 1, //only allow owner to connect
                EnableUPnP = false,
                Port       = Steam.SteamManager.STEAMP2P_OWNER_PORT
            };

            netPeerConfiguration.DisableMessageType(NetIncomingMessageType.DebugMessage |
                                                    NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
                                                    NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
                                                    NetIncomingMessageType.UnconnectedData);

            netPeerConfiguration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            netServer = new NetServer(netPeerConfiguration);

            netServer.Start();
        }
Example #28
0
        private static void StartServer()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("MMO");

            config.Port = 8002;
            config.MaximumConnections = 100;
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            server = new NetServer(config);
            server.Start();

            Console.ForegroundColor = logColour;
            Console.Write("NA REGION: ");
            Console.ForegroundColor = ConsoleColor.Red;
            Console.Write("Offline");
            Console.WriteLine("");
            Console.ForegroundColor = logColour;
            Console.Write("EU REGION: ");
            Console.ForegroundColor = ConsoleColor.Red;
            Console.Write("Offline");
            Console.WriteLine("");
            Console.ForegroundColor = logColour;
            Console.Write("OCE REGION: ");
            Console.ForegroundColor = ConsoleColor.Red;
            Console.Write("Offline");
            Console.WriteLine("");
            Console.ForegroundColor = logColour;
            Console.Write("CLIENTS CONNECTED: " + clientList.Count);
            Console.WriteLine("");
            Console.ForegroundColor = ConsoleColor.White;

            while (true)
            {
                Listen();
            }
        }
Example #29
0
        public GameServer(int port)
        {
            hub = Hub.Default;
            hub.Subscribe <GameFinished>(this, HandleGameFinished);

            currentState = ServerState.ReadyForNewGame;
            //checkForServerUseTimer = new Timer(Constants.SERVER_IN_USE_TIMER) {
            //    AutoReset = true,
            //    Enabled = true,
            //};
            //checkForServerUseTimer.Elapsed += CheckForServerUse;

            var config = new NetPeerConfiguration(Constants.LIDGREN_SERVER_NAME)
            {
                Port = port,
                MaximumConnections = Constants.MAXIMUM_CONNECTIONS
            };

            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            server = new NetServer(config);
            server.Start();

            gameLoop = new GameLoop(server);

            Logger.Debug("Host: " + server.Configuration.LocalAddress + " Port: " + server.Configuration.Port);
        }
Example #30
0
        public static async void Start()
        {
            var config = new NetPeerConfiguration("masterserver")
            {
                AutoFlushSendQueue = false, //Set it to false so lidgren doesn't wait until msg.size = MTU for sending
                Port = Port,
                SuppressUnreliableUnorderedAcks = true,
                PingInterval      = 500,
                ConnectionTimeout = ServerMsTimeout
            };

            config.EnableMessageType(NetIncomingMessageType.UnconnectedData);

            var peer = new NetPeer(config);

            peer.Start();

            CheckMasterServerListed();

            ConsoleLogger.Log(LogLevels.Normal, $"Master server {LmpVersioning.CurrentVersion} started! Поехали!");
            RemoveExpiredServers();

            while (RunServer)
            {
                NetIncomingMessage msg;
                while ((msg = peer.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                    case NetIncomingMessageType.DebugMessage:
                    case NetIncomingMessageType.VerboseDebugMessage:
                        ConsoleLogger.Log(LogLevels.Debug, msg.ReadString());
                        break;

                    case NetIncomingMessageType.WarningMessage:
                        ConsoleLogger.Log(LogLevels.Warning, msg.ReadString());
                        break;

                    case NetIncomingMessageType.ErrorMessage:
                        ConsoleLogger.Log(LogLevels.Error, msg.ReadString());
                        break;

                    case NetIncomingMessageType.UnconnectedData:
                        if (FloodControl.AllowRequest(msg.SenderEndPoint.Address))
                        {
                            var message = GetMessage(msg);
                            if (message != null && !message.VersionMismatch)
                            {
                                HandleMessage(message, msg, peer);
                                message.Recycle();
                            }
                            peer.Recycle(msg);
                        }
                        break;
                    }
                }
                await Task.Delay(ServerMsTick);
            }
            peer.Shutdown("Goodbye and thanks for all the fish!");
        }