/// <summary> /// Initializes the server, starts the reiceve loop, creates a NetClient and connects it to the server /// </summary> public static void ServerStart() { //Server Setup var config = new NetPeerConfiguration("King of Ames") { Port = 6969 }; config.DisableMessageType(NetIncomingMessageType.DebugMessage); config.DisableMessageType(NetIncomingMessageType.DiscoveryRequest); config.DisableMessageType(NetIncomingMessageType.DiscoveryResponse); config.DisableMessageType(NetIncomingMessageType.ConnectionLatencyUpdated); config.DisableMessageType(NetIncomingMessageType.Receipt); config.DisableMessageType(NetIncomingMessageType.ErrorMessage); config.DisableMessageType(NetIncomingMessageType.WarningMessage); config.DisableMessageType(NetIncomingMessageType.UnconnectedData); config.DisableMessageType(NetIncomingMessageType.NatIntroductionSuccess); config.EnableMessageType(NetIncomingMessageType.ConnectionApproval); _server = new NetServer(config); _server.Start(); Console.WriteLine("Server started..."); //add server to the SQL database with the current details NetworkClasses.CreateServer(User.PlayerId, User.LocalIp); // Starts thread to handle input from clients _shouldStop = false; var recieve = new Thread(RecieveLoop); recieve.Start(); //Setting up Client Client.Conn = User.LocalIp; Client.NetClient.Start(); Client.Connect(); }