Example #1
0
        public bool ServerDisconnect(int connectionId)
        {
            if (LogFilter.Debug || debug)
            {
                Debug.Log("ServerDisconnect SteamworksNetworkTransport on ID " + connectionId);
            }

            if (connectionId == 0)
            {
                //this is the ID used for internal connections - ignore this
                return(true);
            }
            if (!ServerActive())
            {
                return(false);
            }

            try
            {
                if (LogFilter.Debug || debug)
                {
                    Debug.Log("Attempting to disconnect SteamID:" + connectionId);
                }

                SteamClient steamClient = steamConnectionMap.fromConnectionID[connectionId];

                //remove the connection from our list
                steamConnectionMap.Remove(steamClient);

                if (steamClient.state == SteamClient.ConnectionState.CONNECTED || steamClient.state == SteamClient.ConnectionState.CONNECTING)
                {
                    internalDisconnect(steamClient);
                    if (LogFilter.Debug || debug)
                    {
                        Debug.Log("Server Disconnected");
                    }
                    return(true);
                }
            }
            catch (KeyNotFoundException)
            {
                //we have no idea who this connection is
                Debug.LogError("Trying to disconnect a client thats not known " + connectionId);
            }

            return(false);
        }
        /*
         * Check for messages and also deal with new connections and disconnects etc
         */
        private bool ReceiveAndProcessEvents(out int connectionId, out TransportEvent transportEvent, out byte[] data, int chan)
        {
            data = null;

            //first check if we have received any new connections and return them as an event
            if (steamNewConnections.Count > 0)
            {
                if (LogFilter.Debug)
                {
                    Debug.Log("Handling a new connection from queue");
                }

                connectionId = steamNewConnections.Dequeue();

                try {
                    SteamClient steamClient = steamConnectionMap.fromConnectionID[connectionId];

                    if (steamClient.state == SteamClient.ConnectionState.CONNECTING)
                    {
                        Debug.Log("Set connection state to connected");
                        steamClient.state = SteamClient.ConnectionState.CONNECTED;
                    }
                }
                catch (KeyNotFoundException)
                {
                    //shouldnt happen - ignore
                }

                transportEvent = TransportEvent.Connected;
                return(true);
            }

            //first check if we have received any new disconnects and return them as an event
            if (steamDisconnectedConnections.Count > 0)
            {
                if (LogFilter.Debug)
                {
                    Debug.Log("Handling a disconnect from queue");
                }

                SteamClient steamClient = steamDisconnectedConnections.Dequeue();
                connectionId   = steamClient.connectionID;
                transportEvent = TransportEvent.Disconnected;

                //remove the connection from our list
                steamConnectionMap.Remove(steamClient);

                return(true);
            }

            //this is a buffer that may have been received at the same time as a new connection
            if (serverReceiveBufferPending != null)
            {
                if (LogFilter.Debug)
                {
                    Debug.Log("Handling a postponed message");
                }

                //we have a packet received and already in the buffer waiting to be returned
                connectionId   = serverReceiveBufferPendingConnectionID;
                transportEvent = TransportEvent.Data;
                data           = serverReceiveBufferPending;

                //clear our buffered variables
                serverReceiveBufferPendingConnectionID = -1;
                serverReceiveBufferPending             = null;
                return(true);
            }

            //finally look for new packets

            return(Receive(out connectionId, out transportEvent, out data, chan));
        }