Example #1
0
        static void Main(string[] args)
        {
            while (true)
            {
                // Server.ReadMessage() Returns new messages, that have not yet been read.
                // If "inc" is null -> ReadMessage returned null -> Its null, so dont do this :)
                if ((inc = Server.ReadMessage()) != null)
                {
                    // Theres few different types of messages. To simplify this process, i left only 2 of em here
                    switch (inc.MessageType)
                    {
                    case NetIncomingMessageType.Error:
                        OnError();
                        break;

                    case NetIncomingMessageType.ConnectionApproval:
                        OnConnectionApproval();
                        break;

                    case NetIncomingMessageType.Data:
                        OnData();
                        break;

                    default:
                        break;
                    }
                }
            }
        }
Example #2
0
        private void ReadMessages(NetServer server)
        {
            NetIncomingMessage msg;

            while ((msg = server.ReadMessage()) != null)
            {
                switch (msg.MessageType)
                {
                case NetIncomingMessageType.Data:
                    HandleIncomingMessage(MessageHandler.Decode(msg), msg);
                    break;

                case NetIncomingMessageType.VerboseDebugMessage:
                case NetIncomingMessageType.DebugMessage:
                case NetIncomingMessageType.WarningMessage:
                case NetIncomingMessageType.ErrorMessage:
                    Console.WriteLine(msg.ReadString());
                    break;

                case NetIncomingMessageType.StatusChanged:
                    var status = (NetConnectionStatus)msg.ReadByte();
                    switch (status)
                    {
                    case NetConnectionStatus.Connected:
                        Console.WriteLine("Connection Established " + msg.SenderConnection.RemoteUniqueIdentifier);
                        break;

                    case NetConnectionStatus.Disconnected:
                        Console.WriteLine("User Disconnected" + msg.SenderConnection.RemoteUniqueIdentifier);
                        _room.RemovePlayer(msg.SenderConnection);
                        break;

                    default:
                        Console.WriteLine("Connection Status: " + status.ToString());
                        break;
                    }
                    break;

                case NetIncomingMessageType.ConnectionApproval:
                    ConnectionApprovalMessage approval = MessageHandler.Decode(msg) as ConnectionApprovalMessage;
                    Console.WriteLine(approval.Name);
                    if (IsApproved(approval))
                    {
                        msg.SenderConnection.Approve();
                        _room.AddPlayer(msg.SenderConnection, approval);
                    }
                    else
                    {
                        msg.SenderConnection.Deny();
                    }
                    break;

                default:
                    Console.WriteLine("Unhandled type: " + msg.MessageType);
                    break;
                }

                server.Recycle(msg);
            }
        }
Example #3
0
        static void Main(string[] args)
        {
            NetPeerConfiguration config = new NetPeerConfiguration("garbagethrower");

            config.MaximumConnections = 1;
            config.Port              = 14242;
            config.PingInterval      = 2.0f;
            config.ConnectionTimeout = 2.0f;
            var server = new NetServer(config);

            server.Start();

            while (true)
            {
                NetIncomingMessage msg;
                while ((msg = server.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                    case NetIncomingMessageType.StatusChanged:
                        var status = (NetConnectionStatus)msg.ReadByte();
                        var reason = msg.ReadString();
                        Console.WriteLine("New status: " + status + " (" + reason + ")");
                        break;

                    case NetIncomingMessageType.WarningMessage:
                    case NetIncomingMessageType.VerboseDebugMessage:
                    case NetIncomingMessageType.ErrorMessage:
                    case NetIncomingMessageType.DebugMessage:

                        var str = msg.ReadString();
                        if (str.StartsWith("Malformed packet; stated") ||
                            str.StartsWith("Received unhandled library message") ||
                            str.StartsWith("Unexpected NetMessageType"))
                        {
                            break;                                     // we'll get a bunch of these and we're fine with that
                        }
                        Console.WriteLine(msg.MessageType + ": " + str);
                        break;

                    case NetIncomingMessageType.Data:
                        Console.WriteLine("Received " + msg.LengthBits + " bits of data");
                        break;

                    case NetIncomingMessageType.UnconnectedData:
                        Console.WriteLine("Received " + msg.LengthBits + " bits of unconnected data");
                        break;

                    default:
                        Console.WriteLine("Received " + msg.MessageType);
                        break;
                    }
                }
            }
        }
Example #4
0
        internal void update()
        {
            NetIncomingMessage incomingMessage;

            while ((incomingMessage = server.ReadMessage()) != null)
            {
                switch (incomingMessage.MessageType)
                {
                case NetIncomingMessageType.StatusChanged:
                    statusChanged(incomingMessage);
                    break;

                case NetIncomingMessageType.Data:
                    data(incomingMessage);
                    break;

                case NetIncomingMessageType.Receipt:
                    break;

                case NetIncomingMessageType.DiscoveryRequest:
                    discoveryRequest(incomingMessage);
                    break;

                case NetIncomingMessageType.DiscoveryResponse:
                    break;

                case NetIncomingMessageType.DebugMessage:
                    break;

                case NetIncomingMessageType.WarningMessage:
                    break;

                case NetIncomingMessageType.ErrorMessage:
                    break;
                }

                server.Recycle(incomingMessage);
            }
        }
Example #5
0
        public void ReadMessages()
        {
            NetIncomingMessage message;
            var stop = false;

            while (!stop)
            {
                message = server.ReadMessage();
                Console.Write("");
                if (message != null)
                {
                    switch (message.MessageType)
                    {
                    case NetIncomingMessageType.Data:
                    {
                        Console.WriteLine(NetUtility.ToHexString(message.SenderConnection.RemoteUniqueIdentifier) + " said: ");
                        var data = message.ReadString();
                        Console.WriteLine(data);

                        List <NetConnection> all = server.Connections;
                        all.Remove(message.SenderConnection);

                        if (all.Count > 0)
                        {
                            NetOutgoingMessage om = server.CreateMessage();
                            om.Write(NetUtility.ToHexString(message.SenderConnection.RemoteUniqueIdentifier) + " said: " + data);
                            server.SendMessage(om, all, NetDeliveryMethod.ReliableOrdered, 0);
                        }

                        if (data == "exit")
                        {
                            stop = true;
                        }

                        break;
                    }

                    case NetIncomingMessageType.DebugMessage:
                        Console.WriteLine(message.ReadString());
                        break;

                    case NetIncomingMessageType.StatusChanged:
                        Console.WriteLine(message.SenderConnection.Status);
                        if (message.SenderConnection.Status == NetConnectionStatus.Connected)
                        {
                            clients.Add(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has connected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        if (message.SenderConnection.Status == NetConnectionStatus.Disconnected)
                        {
                            clients.Remove(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has disconnected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        break;

                    default:
                        Console.WriteLine("Unhandled message type: {message.MessageType}");
                        break;
                    }
                    server.Recycle(message);
                }
            }

            Console.WriteLine("Shutdown package \"exit\" received. Press any key to finish shutdown");
            Console.ReadKey();
        }
        static void Main(string[] args)
        {
            var config = new NetPeerConfiguration("application name")
            {
                Port = 12345
            };
            var server = new NetServer(config);

            server.Start();

            // server

            NetIncomingMessage msg;

            GameRoom newGameRoom = new GameRoom(null, "TEST", 8);

            NetworkSessionContainer.NetworkSessions.GameRooms.Add(newGameRoom);


            while (true)
            {
                //Ustawić odświerzanie co 16.666ms
                foreach (GameRoom gameRoom in NetworkSessionContainer.NetworkSessions.GameRooms)
                {
                    gameRoom.Update();
                }

                if ((msg = server.ReadMessage()) == null)
                {
                    continue;
                }


                switch (msg.MessageType)
                {
                case NetIncomingMessageType.ConnectionApproval:
                {
                    Console.WriteLine("Connected");
                    break;
                }

                case NetIncomingMessageType.VerboseDebugMessage:
                case NetIncomingMessageType.DebugMessage:
                case NetIncomingMessageType.WarningMessage:
                case NetIncomingMessageType.StatusChanged:
                {
                    NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
                    break;
                }

                case NetIncomingMessageType.Data:
                {
                    short opcode = msg.ReadInt16();
                    if (opcode == 2000)      //Logowanie użytkownika
                    {
                        unsafe
                        {
                            if (!NetworkSessionContainer.NetworkSessions.UserSessions.Exists(x => x.Connection == msg.SenderConnection))
                            {
                                UserSession    session = new UserSession();
                                TypedReference tr      = __makeref(session);
                                IntPtr         ptr     = **(IntPtr **)(&tr);
                                Console.WriteLine(ptr);
                                session.Connection = msg.SenderConnection;
                                Random randID = new Random();
                                session.ID = randID.Next(1000000);         //martwić sie tym będe później
                                //session.ID = ptr.ToInt32();
                                session.Name = msg.ReadString();

                                NetOutgoingMessage outMessage = session.Connection.Peer.CreateMessage();
                                outMessage.Write((short)2000);
                                outMessage.Write(session.ID);
                                session.Connection.SendMessage(outMessage, NetDeliveryMethod.UnreliableSequenced,
                                                               outMessage.LengthBytes);
                                session.UserGameState = new MenuState();
                                NetworkSessionContainer.NetworkSessions.UserSessions.Add(session);
                                // Musze dorobić jakąś obsługe menu
                            }
                            else
                            {
                                //Zaimplementować że jest już taki gość
                            }

                            //TO NIE SPAWN A LOGIN

                            /*foreach (UserSession otherPlayers in UsersSessions.Sessions)
                             * {
                             *  NetOutgoingMessage informAboutPlayer = session.Connection.Peer.CreateMessage();
                             *  informAboutPlayer.Write((short)2620);
                             *  informAboutPlayer.Write(otherPlayers.ID, 32);
                             *  informAboutPlayer.Write("konserwa");
                             *  session.Connection.SendMessage(informAboutPlayer, NetDeliveryMethod.UnreliableSequenced, informAboutPlayer.LengthBytes);
                             *  Console.WriteLine($"Wysyłam pakiet od {session.ID} wysyłam dane o {otherPlayers.ID}");
                             *  //Console.WriteLine(BitConverter.ToString(informAboutPlayer.Data));
                             *
                             *
                             *  NetOutgoingMessage SendToCurrentPlayerAboutPlayers = otherPlayers.Connection.Peer.CreateMessage();
                             *  SendToCurrentPlayerAboutPlayers.Write((short)2620);
                             *  SendToCurrentPlayerAboutPlayers.Write(session.ID, 32);
                             *  SendToCurrentPlayerAboutPlayers.Write("konserwa");
                             *  otherPlayers.Connection.SendMessage(SendToCurrentPlayerAboutPlayers, NetDeliveryMethod.UnreliableSequenced, SendToCurrentPlayerAboutPlayers.LengthBytes);
                             *  Console.WriteLine($"Wysyłam pakiet od {otherPlayers.ID} wysyłam dane o {session.ID}");
                             * //  Console.WriteLine(BitConverter.ToString(SendToCurrentPlayerAboutPlayers.Data));
                             * }*/
                        }
                    }
                    else
                    {
                        //     NetworkSessionContainer.NetworkSessions.UserSessions.Find(x => x.Connection == msg.SenderConnection).UserGameState.Recive(msg);
                        foreach (UserSession user in NetworkSessionContainer.NetworkSessions.UserSessions)
                        {
                            if (user.Connection == msg.SenderConnection)
                            {
                                user.UserGameState.Recive(msg);
                            }
                        }
                    }



                    break;
                }

                case NetIncomingMessageType.ErrorMessage:
                    Console.WriteLine(msg.ReadString());
                    break;

                default:
                {
                    Console.WriteLine("Unhandled type: " + msg.MessageType);
                    break;
                }
                }

                //server.Recycle(msg);
            }
        }
Example #7
0
        public void ReadMessages()
        {
            NetIncomingMessage message;
            var stop = false;

            while (!stop)
            {
                while ((message = server.ReadMessage()) != null)
                {
                    switch (message.MessageType)
                    {
                    case NetIncomingMessageType.Data:
                    {
                        Console.WriteLine("I got smth!");
                        var data = message.ReadString();
                        Console.WriteLine(data);

                        if (data == "exit")
                        {
                            stop = true;
                        }

                        break;
                    }

                    case NetIncomingMessageType.DebugMessage:
                        Console.WriteLine(message.ReadString());
                        break;

                    case NetIncomingMessageType.StatusChanged:
                        Console.WriteLine(message.SenderConnection.Status);
                        if (message.SenderConnection.Status == NetConnectionStatus.Connected)
                        {
                            clients.Add(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has connected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        if (message.SenderConnection.Status == NetConnectionStatus.Disconnected)
                        {
                            clients.Remove(message.SenderConnection.Peer);
                            Console.WriteLine("{0} has disconnected.", message.SenderConnection.Peer.Configuration.LocalAddress);
                        }
                        break;

                    case NetIncomingMessageType.UnconnectedData:
                        Console.WriteLine("UnconnectedData Modify");
                        break;

                    case NetIncomingMessageType.DiscoveryResponse:
                        Console.WriteLine("DiscoveryResponse Modify");
                        break;

                    case NetIncomingMessageType.DiscoveryRequest:
                        Console.WriteLine("DiscoveryRequest Modify");
                        break;

                    default:
                        Console.WriteLine("Unhandled message type: {message.MessageType}");
                        break;
                    }
                    server.Recycle(message);
                }
            }

            Console.WriteLine("Shutdown package \"exit\" received. Press any key to finish shutdown");
            Console.ReadKey();
        }
        public static void Uodate(Game1 game, GameTime gameTime)
        {
            gameLobbyTimer -= (float)gameTime.ElapsedGameTime.Milliseconds;

            while ((incmsg = Server.ReadMessage()) != null)
            {
                switch (incmsg.MessageType)
                {
                case NetIncomingMessageType.Data:

                    string header = incmsg.ReadString();

                    switch (header)
                    {
                    case "connect":
                    {
                        string username = incmsg.ReadString();
                        game.Window.Title = "" + Player.players.Count + header;

                        outmsg = Server.CreateMessage();
                        outmsg.Write("connect");
                        outmsg.Write(gameLobbyTimer);
                        Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                    }

                    break;

                    case "CharacterSelection":
                    {
                        string username     = incmsg.ReadString();
                        string selectedChar = incmsg.ReadString();
                        int    x            = incmsg.ReadInt32();
                        int    y            = incmsg.ReadInt32();
                        Player.players.Add(new Player(username, new Vector2(x, y), selectedChar));
                        game.Window.Title = "" + Player.players.Count + header;

                        for (int i = 0; i < Player.players.Count; i++)
                        {
                            outmsg = Server.CreateMessage();
                            outmsg.Write("CharacterSelection");
                            outmsg.Write(Player.players[i].name);
                            outmsg.Write(Player.players[i].selectedCharacter);
                            outmsg.Write((int)Player.players[i].pos.X);
                            outmsg.Write((int)Player.players[i].pos.Y);
                            Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                        }
                    }
                    break;

                    case "move":
                    {
                        game.Window.Title = "" + Player.players.Count + header;
                        try {
                            string username  = incmsg.ReadString();
                            float  x         = incmsg.ReadFloat();
                            float  y         = incmsg.ReadFloat();
                            string direction = incmsg.ReadString();

                            for (int i = 0; i < Player.players.Count; i++)
                            {
                                if (Player.players[i].name.Equals(username))
                                {
                                    Player.players[i].pos       = new Vector2(x, y);
                                    Player.players[i].direction = direction;
                                }
                            }
                        }
                        catch
                        {
                            continue;
                        }
                    }

                    break;

                    case "chat":
                        string chatItem = incmsg.ReadString();
                        outmsg = Server.CreateMessage();
                        outmsg.Write("chat");
                        outmsg.Write(chatItem);
                        Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);

                        break;

                    case "newshot":
                        string bulletname = incmsg.ReadString();
                        float  velocityX  = incmsg.ReadFloat();
                        float  velocityY  = incmsg.ReadFloat();
                        float  damage     = incmsg.ReadFloat();

                        foreach (Player p in Player.players)
                        {
                            if (p.name == bulletname)
                            {
                                outmsg = Server.CreateMessage();
                                outmsg.Write("newshot");
                                outmsg.Write(p.name);
                                outmsg.Write(p.pos.X + 16);
                                outmsg.Write(p.pos.Y + 24);
                                outmsg.Write(velocityX);
                                outmsg.Write(velocityY);
                                outmsg.Write(damage);
                                outmsg.Write(p.selectedCharacter);
                                Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
                            }
                        }
                        break;

                    case "bulletCollision":
                        string name   = incmsg.ReadString();
                        float  Damage = incmsg.ReadFloat();

                        for (int i = 0; i < Player.players.Count; i++)
                        {
                            if (Player.players[i].name == name)
                            {
                                Console.WriteLine(Damage);
                                Player.players[i].health -= Damage;
                                Console.WriteLine("bullet message receieved");
                                Console.WriteLine(Player.players[i].health);
                            }
                        }
                        break;
                    }

                    break;
                }
            }
        }