Example #1
0
        /// <summary>
        /// Прослушивание сервером клиентов по порту
        /// </summary>
        /// <returns></returns>
        public async Task StartListen()
        {
            try
            {
                listener.Start();

                while (!cancellationTokenSource.IsCancellationRequested)
                {
                    TcpClient client = await listener.AcceptTcpClientAsync();

                    ClientTcp clientObject = new ClientTcp();
                    clientObject.Initialize(client);

                    if (Clients.TryAdd(clientObject.Guid, clientObject))
                    {
                        clientObject.MessageRecieved += ClientObjectOnMessageRecieved;
                        clientObject.Disconnected    += ClientObjectOnDisconnected;
                        _ = Task.Run(clientObject.Read);
                    }
                }
            }
            finally
            {
                listener?.Stop();
            }
        }
Example #2
0
        // Start is called before the first frame update
        public void initiate()
        {
            DontDestroyOnLoad(this);
            UnityThread.initUnityThread();

            ClientHandleData.InizializzaPacchetti();
            ClientTcp.InizializzaNetwork();
        }
        public static void SendData(string msg) //
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString(msg); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void SendGoodBye() // quando si chiude l'applicazione
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("addio"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void SendName()
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString(NetworkManager.getMessage()); // invio il nome
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void SendAskNamePlayer() // dichiarato un attacco
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Nomi Player"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void SendHelloServer()
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("ora sono connesso al server");
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        //attacco
        /***********************************************************************/
        public static void SendAttacco(string msg) // quando si attacca gli si passano i due stati coinvolti e il risultato
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Attacco"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            SendData(msg);
        }
        public static void SendPasso(string msg) // quando si passa il turno
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Passo"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            SendData(msg);
        }
        public static void StartMap(int a) // in via la pasrtenza del game e quale mappa
        {
            ByteBuffer buffer = new ByteBuffer();


            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString(a.ToString());
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void AskNPlayer()
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("quanti player sono connessi ?");
            NetworkManager.setState(1);
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
        }
        public static void SendnextPhaseLoad(string msg) // dichiarato un attacco
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Next Phase"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            SendData(msg);
        }
        public static void SendComboCarte(string msg) // quando si posiziona gli si passa 1 stati e il numero di armate
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Combo Carte"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            SendData(msg);
        }
        public static void SendSpostamento(string msg) // quando si sposta gli si passano 2 stati e il numero di armate
        {
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("Spostamento"); //
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            SendData(msg);
        }
        public static void StarGame(int a) // in via la pasrtenza del game e quale mappa
        {
            NetworkManager.setState(2);
            ByteBuffer buffer = new ByteBuffer();

            buffer.WriteInteger((int)ClientPackets.cHelloServer);
            buffer.WriteString("start game");
            ClientTcp.SendData(buffer.ToArray());
            buffer.Dispose();
            DataSender.StartMap(a);
        }
 private void OnApplicationQuit()
 { // disconnetti quando esci
     DataSender.SendGoodBye();
     ClientTcp.Disconnect();
 }