/// <summary>
 /// 簡易サーバーを開始
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void clickStartServer(object sender, RoutedEventArgs e)
 {
     this.textIP.Text    = NetworkPresenter.GetCurrentIpv4Address();
     _server             = new SimpleWebServer();
     _server.OnReceived += _server_OnReceived;
     _server.Start();
 }
        static void Main(string[] args)
        {
            _rand = new Random(Environment.TickCount);

            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect    += WebServerOnConnect;
            _webServer.onData       += WebServerOnData;
            _webServer.onDisconnect += WebServerOnDisconnect;

            Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000);

            stateUpdateTimer.Elapsed  += StateUpdateTimerOnElapsed;
            stateUpdateTimer.AutoReset = true;
            stateUpdateTimer.Enabled   = true;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();

                switch (_currentState)
                {
                case GameState.Waiting:
                {
                    if (_connectedIds.Count >= 2)
                    {
                        _currentState = GameState.Begin;
                        SendStateUpdate(_currentState);
                    }

                    break;
                }

                case GameState.Begin:
                {
                    // Set timer to go to builder state
                    Timer beginTimer = new Timer(SECONDS_WAITING_IN_BEGIN * 1000);
                    beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _currentState = GameState.Builder;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Builder:
                {
                }
                }
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect    += WebServerOnConnect;
            _webServer.onData       += WebServerOnData;
            _webServer.onDisconnect += WebServerOnDisconnect;

            Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000);

            stateUpdateTimer.Elapsed  += StateUpdateTimerOnElapsed;
            stateUpdateTimer.AutoReset = true;
            stateUpdateTimer.Enabled   = true;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
Example #4
0
 private void InitializeWebServer()
 {
     httpserver = new SimpleWebServer(6010);
     httpserver.SetFileDir("GUI");
     httpserver.SetDefaultPage("index.html");
     httpserver.Start();
 }
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += delegate(int i) {
                Console.WriteLine($"Client {i} joined, sending hello");
                byte[] buff = System.Text.Encoding.UTF8.GetBytes("Hello from server");
                _webServer.SendOne(i, new ArraySegment <byte>(buff));
            };

            _webServer.onData += delegate(int i, ArraySegment <byte> data) {
                string msg = System.Text.Encoding.UTF8.GetString(data.Array);
                Console.WriteLine($"Client {i} send: {msg}");
            };

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
Example #6
0
    // Start is called before the first frame update
    void Start()
    {
        _timeSinceLastSend = Time.time;
        _playerTransforms  = new Dictionary <ushort, uint[]>();
        _connectionIds     = new List <int>();

        SslConfig sslConfig;
        TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

        if (Application.isBatchMode)
        {
            Debug.Log("Setting up secure server");
            sslConfig = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
        }
        else
        {
            Debug.Log("Setting up non secure server");
            sslConfig = new SslConfig(false, "", "", SslProtocols.Tls12);
        }
        _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
        _webServer.Start(Constants.GAME_PORT);

        Debug.Log("Server started");

        _webServer.onConnect += WebServerOnonConnect;

        _webServer.onData += WebServerOnonData;

        _webServer.onError += delegate(int i, Exception exception)
        {
            Debug.Log("Error: " + exception.Message);
        };

        _webServer.onDisconnect += WebServerOnonDisconnect;
    }
Example #7
0
        static void Main(string[] args)
        {
            var server = new SimpleWebServer("http://localhost:8080/", "files/");

            server.Start();

            Console.WriteLine("Press key to exit ...");
            Console.Read();
        }
Example #8
0
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
        }
Example #9
0
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += delegate(int i) {
                Console.WriteLine($"Client {i} joined, sending hello");
            }
        }
Example #10
0
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += delegate(int i) {
                Console.WriteLine($"Client {i} joined, sending hello");
                byte[] buff = System.Text.Encoding.UTF8.GetBytes("Hello from server");
                _webServer.SendOne(i, new ArraySegment <byte>(buff));
            };
        }
Example #11
0
        static void Main(string[] args)
        {
            string baseDir = GetBaseDirectory();
            FileQueryDispatcher files = new FileQueryDispatcher(Path.Combine(baseDir, @"..\..\www"), "/");
            DefaultQueryDispatcher root = new DefaultQueryDispatcher(Path.Combine(baseDir, @"..\..\www"));
            SimpleWebServer server = new SimpleWebServer(new ConsoleLogger());
            server.Dispatchers.Add(root);
            server.Dispatchers.Add(files);
            server.Dispatchers.Add(new DemoData());
            server.Dispatchers.Add(new PageNotFoundQueryDispatcher());

            server.Port = 8080;
            server.IPAddress = IPAddress.Any;
            server.Start();

            Console.ReadLine();
            server.Stop();
        }
Example #12
0
        private IEnumerator Start()
        {
            var tcpConfig = new TcpConfig(true, 5000, 5000);

            server = new SimpleWebServer(5000, tcpConfig, 32000, 5000, default);
            server.Start(7776);

            server.onConnect    += (id) => { connection = true; Debug.Log($"New Client connected, id:{id}"); };
            server.onDisconnect += (id) => Debug.Log($"Client disconnected, id:{id}");
            server.onData       += OnData;
            server.onError      += (id, exception) => Debug.Log($"Error because of Client, id:{id}, Error:{exception}");

            yield return(new WaitUntil(() => connection));

            for (int i = 1; i < 200; i++)
            {
                yield return(Send(i * 1000));
            }
        }
Example #13
0
    private async Task ServerServer()
    {
        try
        {
            // create server instance
            var tcpConfig = new TcpConfig(noDelay: false, sendTimeout: 5000, receiveTimeout: 20000);
            var server    = new SimpleWebServer(5000, tcpConfig, ushort.MaxValue, 5000, new SslConfig());

            // listen for events
            server.onConnect    += (id) => Debug.Log($"New Client connected, id:{id}");
            server.onDisconnect += (id) => Debug.Log($"Client disconnected, id:{id}");
            server.onData       += (id, data) =>
            {
                Debug.Log($"Data from Client, id:{id}, {BitConverter.ToString(data.Array, data.Offset, data.Count)}");
                // pong
                server.SendOne(id, data);
            };
            server.onError += (id, exception) => Debug.Log($"Error because of Client, id:{id}, Error:{exception}");

            // start server listening on port 7777
            server.Start(7777);

            while (true)
            {
                server.ProcessMessageQueue();
                await Task.Yield();

                if (token.stop)
                {
                    break;
                }
            }

            token = null;
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }
    }
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += WebServerOnConnect;

            _webServer.onData += WebServerOnData;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
        static void Main(string[] args)
        {
            _rand = new Random(Environment.TickCount);

            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect    += WebServerOnConnect;
            _webServer.onData       += WebServerOnData;
            _webServer.onDisconnect += WebServerOnDisconnect;

            Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000);

            stateUpdateTimer.Elapsed  += StateUpdateTimerOnElapsed;
            stateUpdateTimer.AutoReset = true;
            stateUpdateTimer.Enabled   = true;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();

                // GUARD, DONT DO STATE STUFF IF WE ARE WAITING
                if (_waitingOnStateTimer)
                {
                    continue;
                }
                switch (_currentState)
                {
                case GameState.Waiting:
                {
                    if (_connectedIds.Count >= 2)
                    {
                        _currentState = GameState.Begin;
                        SendStateUpdate(_currentState);
                    }

                    break;
                }

                case GameState.Begin:
                {
                    // Set timer to go to builder state
                    Timer beginTimer = new Timer(SECONDS_WAITING_IN_BEGIN * 1000);
                    beginTimer.AutoReset = false;
                    beginTimer.Start();
                    _waitingOnStateTimer = true;

                    beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _movedObjects = new List <ushort>();
                        _currentState = GameState.Builder;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Builder:
                {
                    // Set timer to go to builder state
                    Timer buildTimer = new Timer(SECONDS_WAITING_IN_BUILD * 1000);
                    buildTimer.AutoReset = false;
                    buildTimer.Start();
                    _waitingOnStateTimer = true;

                    buildTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        // Reset everyones guesses
                        foreach (PlayerData playerData in _playerDatas.Values)
                        {
                            playerData.guesses.Clear();
                        }
                        _currentState = GameState.Search;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Search:
                {
                    // Set timer to go to scoring state
                    Timer searchTimer = new Timer(SECONDS_WAITING_IN_SEARCH * 1000);
                    searchTimer.AutoReset = false;
                    searchTimer.Start();
                    _waitingOnStateTimer = true;

                    searchTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _currentState = GameState.Scoring;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Scoring:
                {
                    foreach (var playerPair in _playerDatas)
                    {
                    }
                }
                }
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
Example #16
0
        static void Main(string[] args)
        {
            logger.Info("Starting!");

            TheSockets      sockets = new TheSockets();
            SimpleWebServer nws     = new SimpleWebServer(4567);

            nws.Start();

            InfluxConnection c = new InfluxConnection();

            c.URL = "http://localhost:8086/";

            // HttpInfluxDB db = new HttpInfluxDB(c);
            // db.CreateDatabase("influxdays");
            // sockets.influx = new HttpInfluxWriter(db, "influxdays", 50000);


            foreach (var d in HidSharp.DeviceList.Local.GetHidDevices())
            {
                logger.Info("DEVICE: " + d.DevicePath);
                try
                {
                    logger.Info(" > " + d.GetFriendlyName());
                }
                catch { }
            }


            DeviceWatcher watcherSide  = null;
            DeviceWatcher watcherWheel = null;

            HidSharp.HidDevice dev = DeviceWatcher.find("Saitek Side Panel Control Deck");
            if (dev != null)
            {
                watcherSide = new DeviceWatcher("panel_", dev, sockets);
            }

            dev = DeviceWatcher.find("Saitek Heavy Eqpt. Wheel & Pedal");
            if (dev != null)
            {
                watcherWheel = new DeviceWatcher("wheel_", dev, sockets);
            }

            WebSocketServer server = new WebSocketServer("ws://0.0.0.0:8181");

            server.RestartAfterListenError = true;
            server.Start(socket =>
            {
                socket.OnOpen = () => {
                    sockets.open.Add(socket);
                    logger.Info("WebSocket Open! " + sockets.open.Count);

                    if (watcherSide != null)
                    {
                        watcherSide.broadcast();
                    }
                    if (watcherWheel != null)
                    {
                        watcherWheel.broadcast();
                    }
                };
                socket.OnClose   = () => { sockets.open.Remove(socket); logger.Info("WebSocket Remove! " + sockets.open.Count); };
                socket.OnMessage = message => logger.Info("WebSocket: " + message);
            });


            while (true)
            {
                var x = Console.ReadLine();
                Console.WriteLine("ECHO: " + x);
            }
        }
Example #17
0
        static void Main(string[] args)
        {
            _rand = new Random(Environment.TickCount);

            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect    += WebServerOnConnect;
            _webServer.onData       += WebServerOnData;
            _webServer.onDisconnect += WebServerOnDisconnect;

            Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000);

            stateUpdateTimer.Elapsed  += StateUpdateTimerOnElapsed;
            stateUpdateTimer.AutoReset = true;
            stateUpdateTimer.Enabled   = true;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();

                // GUARD, DONT DO STATE STUFF IF WE ARE WAITING
                if (_waitingOnStateTimer)
                {
                    continue;
                }
                switch (_currentState)
                {
                case GameState.Waiting:
                {
                    if (_handshakenClientCount >= 2 && _connectedIds.Count >= 2)
                    {
                        _currentState = GameState.Begin;
                        SendStateUpdate(_currentState);
                    }

                    break;
                }

                case GameState.Begin:
                {
                    // Set timer to go to builder state
                    beginTimer           = new Timer(SECONDS_WAITING_IN_BEGIN * 1000);
                    beginTimer.AutoReset = false;
                    beginTimer.Start();
                    _waitingOnStateTimer = true;

                    beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _movedObjects = new Dictionary <ushort, Tuple <ushort, ushort> >();
                        _currentState = GameState.Builder;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Builder:
                {
                    // Set timer to go to builder state
                    buildTimer           = new Timer(SECONDS_WAITING_IN_BUILD * 1000);
                    buildTimer.AutoReset = false;
                    buildTimer.Start();
                    _waitingOnStateTimer = true;

                    buildTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        // Reset everyones guesses
                        foreach (PlayerData playerData in _playerDatas.Values)
                        {
                            playerData.guesses.Clear();
                        }

                        // Make sure builder actually moved something,
                        // if he didnt, goto scoring and give everyone else a point
                        if (_movedObjects.Count > 0)
                        {
                            _currentState = GameState.Search;
                        }
                        else
                        {
                            foreach (PlayerData data in _playerDatas.Values)
                            {
                                if (data.id != _builderId)
                                {
                                    data.points += 1;
                                }
                                _playerDatas[_builderId].points -= (ushort)_handshakenClientCount;
                            }
                            _currentState = GameState.Scoring;
                        }

                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Search:
                {
                    // Set timer to go to scoring state
                    searchTimer           = new Timer(SECONDS_WAITING_IN_SEARCH * 1000);
                    searchTimer.AutoReset = false;
                    searchTimer.Start();
                    _waitingOnStateTimer = true;

                    searchTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _currentState = GameState.Scoring;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Scoring:
                {
                    // Set timer to wait for points to come in from clients
                    scoringTimer           = new Timer(SECONDS_WAITING_IN_SCORING * 1000);
                    scoringTimer.AutoReset = false;
                    scoringTimer.Start();
                    _waitingOnStateTimer = true;

                    scoringTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        // Tell everyone everyones scores
                        _bitBuffer.Clear();
                        _bitBuffer.AddByte(7);
                        _bitBuffer.AddUShort((ushort)_playerDatas.Count);

                        foreach (PlayerData data in _playerDatas.Values)
                        {
                            _bitBuffer.AddUShort(data.id);
                            _bitBuffer.AddShort(data.points);
                        }

                        _bitBuffer.ToArray(_buffer);
                        _webServer.SendAll(_connectedIds, new ArraySegment <byte>(_buffer, 0, 3 + 4 * _playerDatas.Count));

                        if (_handshakenClientCount >= 2 && _connectedIds.Count >= 2)
                        {
                            _currentState = GameState.Begin;
                        }
                        else
                        {
                            _currentState = GameState.Waiting;
                        }
                        SendStateUpdate(_currentState);
                    };

                    break;
                }
                }
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
Example #18
0
        static void Main(string[] args)
        {
            _rand = new Random(Environment.TickCount);

            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect    += WebServerOnConnect;
            _webServer.onData       += WebServerOnData;
            _webServer.onDisconnect += WebServerOnDisconnect;

            Timer stateUpdateTimer = new Timer(1f / Constants.SERVER_TICKRATE * 1000);

            stateUpdateTimer.Elapsed  += StateUpdateTimerOnElapsed;
            stateUpdateTimer.AutoReset = true;
            stateUpdateTimer.Enabled   = true;

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();

                // GUARD, DONT DO STATE STUFF IF WE ARE WAITING
                if (_waitingOnStateTimer)
                {
                    continue;
                }
                switch (_currentState)
                {
                case GameState.Waiting:
                {
                    if (_connectedIds.Count >= 2)
                    {
                        _currentState = GameState.Begin;
                        SendStateUpdate(_currentState);
                    }

                    break;
                }

                case GameState.Begin:
                {
                    // Set timer to go to builder state
                    beginTimer           = new Timer(SECONDS_WAITING_IN_BEGIN * 1000);
                    beginTimer.AutoReset = false;
                    beginTimer.Start();
                    _waitingOnStateTimer = true;

                    beginTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _movedObjects = new List <ushort>();
                        _currentState = GameState.Builder;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Builder:
                {
                    // Set timer to go to builder state
                    buildTimer           = new Timer(SECONDS_WAITING_IN_BUILD * 1000);
                    buildTimer.AutoReset = false;
                    buildTimer.Start();
                    _waitingOnStateTimer = true;

                    buildTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        // Reset everyones guesses
                        foreach (PlayerData playerData in _playerDatas.Values)
                        {
                            playerData.guesses.Clear();
                        }
                        _currentState = GameState.Search;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Search:
                {
                    // Set timer to go to scoring state
                    searchTimer           = new Timer(SECONDS_WAITING_IN_SEARCH * 1000);
                    searchTimer.AutoReset = false;
                    searchTimer.Start();
                    _waitingOnStateTimer = true;

                    searchTimer.Elapsed += delegate(Object source, ElapsedEventArgs e) {
                        _waitingOnStateTimer = false;

                        _currentState = GameState.Scoring;
                        SendStateUpdate(_currentState);
                    };
                    break;
                }

                case GameState.Scoring:
                {
                    short builderPoints = 0;

                    _bitBuffer.Clear();
                    _bitBuffer.AddByte(7);
                    _bitBuffer.AddUShort((ushort)_playerDatas.Count);


                    foreach (var playerData in _playerDatas.Values)
                    {
                        // GUARD, DON'T SCORE THE BUILDER THIS WAY
                        if (playerData.id == _builderId)
                        {
                            continue;
                        }

                        // Free points for objects builder couldnt move
                        // A point for a correct guess, minus point for a wrong guess
                        int numCorrect = _movedObjects.Distinct().Intersect(playerData.guesses).Count();
                        int newPoints  = (numCorrect * 2) - playerData.guesses.Count + (NUMBER_OF_MOVEABLE_OBJECTS - _movedObjects.Count);
                        playerData.points += (short)newPoints;

                        // Builder gets a point for each player who couldnt find any differences
                        if (numCorrect == 0)
                        {
                            builderPoints += 1;
                        }

                        _bitBuffer.AddUShort(playerData.id);
                        _bitBuffer.AddShort(playerData.points);
                    }

                    _playerDatas[_builderId].points += builderPoints;
                    _bitBuffer.AddUShort((ushort)_builderId);
                    _bitBuffer.AddShort(_playerDatas[_builderId].points);

                    _bitBuffer.ToArray(_buffer);
                    _webServer.SendAll(_connectedIds, new ArraySegment <byte>(_buffer, 0, 3 + 2 * _playerDatas.Count));

                    if (_connectedIds.Count >= 2)
                    {
                        _currentState = GameState.Begin;
                    }
                    else
                    {
                        _currentState = GameState.Waiting;
                    }
                    SendStateUpdate(_currentState);

                    break;
                }
                }
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }