public ConnectedClient(int entityId, int socketId, ServerNetworking gameServer, PlayerSaveState saveState) { outgoingPackets = new List <BasePacket>(); incomingPackets = new List <BasePacket>(); SocketId = socketId; EntityId = entityId; this.saveState = saveState; this.gameServer = gameServer; }
void RestartGame(Object source, ElapsedEventArgs e) { platflist.Clear(); platforms.Clear(); players.Clear(); timer.Reset(); MainTabControl.SelectedTab = MainPage; StartButton.Enabled = true; foreach (TcpClient client in server.clients) { client.Close(); } server.clients.Clear(); server = new ServerNetworking(); }
public BoundToGatewayPacketHandler(ServerNetworking _server) : base(_server) { }
public PacketHandlerStrategy(ServerNetworking _server) { server = _server; }