Example #1
0
        public void update()
        {
            for (int i = 0; !delayUpdates && i < clients.Count; ++i)
            {
                clients[i].update();
                if (!clients[i].connected())
                {
                    clients.Remove(clients[i]);
                    --i;
                    continue;
                }
            }

            if (Multiplayer.lobby)
            {
                return;
            }

            if (clients.Count == 0)
            {
                ChatMenu.chat.Add(new ChatEntry(null, "No more clients."));
                Multiplayer.mode   = Mode.Singleplayer;
                Multiplayer.server = null;
                return;
            }

            if (playing && Game1.player != null)
            {
                Multiplayer.doMyPlayerUpdates(0);

                if ((DateTime.Now - lastTimeSync).TotalMilliseconds >= 10000 /*&& Game1.timeOfDay % 100 == 0*/) // 10 seconds? Sure, why not
                {
                    broadcast(new TimeSyncPacket());
                    lastTimeSync = DateTime.Now;
                }
            }/*
              * else if ( !playing && Game1.player != null )
              * {
              * bool othersReady = true;
              * foreach ( Server.Client client in clients )
              * {
              *     othersReady = othersReady && ( client.stage == Client.NetStage.WaitingForStart );
              * }
              *
              * if ( othersReady )
              * {
              *     playing = true;
              * }
              * }*/
        }
Example #2
0
        public void update()
        {
            if (!conn.isConnected())
            {
                ChatMenu.chat.Add(new ChatEntry(null, "You lost connection to the server."));
                Multiplayer.mode   = Mode.Singleplayer;
                Multiplayer.client = null;
                return;
            }

            if (tempStopUpdating)
            {
                return;
            }
            if (stage != NetStage.Waiting)
            {
                processDelayedPackets();
            }

            if (stage == NetStage.Playing)
            {
                Multiplayer.doMyPlayerUpdates(id);
            }

            try
            {
                while (toReceive.Count > 0)
                {
                    Packet packet;
                    bool   success = toReceive.TryTake(out packet);
                    if (!success)
                    {
                        continue;
                    }

                    if (stage == NetStage.Waiting && packet.id != ID.NextDay && packet.id != ID.Chat /*&& packet.id != ID.WorldData*/)
                    {
                        packetDelay.Enqueue(packet);
                    }
                    else
                    {
                        packet.process(this);
                    }
                }
            }
            catch (Exception e)
            {
                Log.error("Exception receiving: " + e);
            }
        }