Example #1
0
        // Closing connection
        public void CloseConnection(string caption, string text)

        {
            Data.UdpWorkSend = false;

            try
            {
                Data.LobbyLink.Dispatcher.Invoke(new Action(delegate()
                {
                    // Clear list
                    Data.gamerList.Clear();
                    Data.LobbyLink.Title = caption + ": " + text;
                }));

                try
                {
                    Connected = false;

                    if (_tcpStream != null)
                    {
                        _tcpStream.Flush();
                        _tcpStream.Close();
                    }

                    if (_tcpServer != null)
                    {
                        _tcpServer.Close();
                    }

                    if (srReceiver != null)
                    {
                        srReceiver.Close();
                    }
                }
                catch { }

                Data.LobbyLink.Dispatcher.Invoke(new Action(delegate()
                {
                    Data.LobbyLink.Close();
                    Data.MainWin.Focus();
                }));

                // Show message about reason of closing
                if (text != "The lobby is closed by host")
                {
                    MainWin.Message(caption, text);
                }
            }
            catch { }


            Data.UdpWorkRec = false;
            if (Udp.receiver_server != null)
            {
                Udp.receiver_server.Close();
            }
        }
Example #2
0
        // Create a lobby and lock the settings in the main window
        public void CreateLobby()
        {
            try
            {
                LobbyWin Lobby = new LobbyWin();
                Lobby.Owner    = Data.MainWin;
                Data.LobbyLink = Lobby;

                if (Data.LobbyTitle != null)
                {
                    Lobby.Title = Data.LobbyTitle;
                }

                Data.LobbyLink.Show();
                Lock();
            }
            catch (Exception ex)
            {
                MainWin.Message("Internal error", "Try to reload the program");
            }
        }
Example #3
0
        // Initialization
        public void InitializeConnection(string ip, int port)

        {
            _tcpServer = null;
            Set printData = new Set();

            try
            {
                TryConectToRandomPortIteration(10);
            }

            // If it didn’t succeed in contacting the specified port,
            // the program tries random ports (10 iterations)
            catch (Exception ex)
            {
                if (!TryConectToRandomPortIteration(5))
                {
                    // If it didn’t turn out to find the port, we tell the player about it and exit
                    MainWin.Message("TCP error", "Did not manage to pick up tcp port for a connection");

                    if (_tcpServer != null)
                    {
                        _tcpServer.Close();
                    }

                    return;
                }
            }

            try
            {
                Connected = true;

                _ipHost = IPAddress.Parse(ip);
                IAsyncResult result = _tcpServer.BeginConnect(_ipHost, port, null, null);

                // Set timeout for connection
                bool success = result.AsyncWaitHandle.WaitOne(2000, true);

                if (!_tcpServer.Connected)
                {
                    CloseConnection("Connection error", "You cannot join this lobby. Some problem with the TCP port");
                    return;
                }
            }

            // If it didn’t succeed in connecting, show a message
            catch (Exception ex)
            {
                CloseConnection("Connection error", "You cannot join this lobby. Some problem with the TCP");
                return;
            }

            _tcpStream = _tcpServer.GetStream();

            // Create an object for serialization:
            Gamers Gamer = new Gamers();

            if (!Data.JoinToServer)
            {
                Gamer.Key = "yes";
            }
            Gamer.Type    = 0;
            Gamer.Name    = Data.SettingCh.St.Name;
            Gamer.Status  = 0;
            Gamer.Car     = Data.SettingCh.St.Car;
            Gamer.Team    = Data.SettingCh.St.Team;
            Gamer.Message = ip;

            if (Data.JoinToServer)
            {
                if (Data.webList[Data.LobbyNumber].PasswordInp == null)
                {
                    Gamer.Password = "";
                }
                else
                {
                    Gamer.Password = Data.webList[Data.LobbyNumber].PasswordInp;
                }
            }

            // Sending to client
            _tcpStream.Write(Json.WriteClient(Gamer), 0, Json.WriteClient(Gamer).Length);
            _tcpStream.Flush();


            // Open thread reciaving messages
            _thrMessaging = new Thread(new ThreadStart(ReceiveMessages));
            _thrMessaging.Start();
        }
Example #4
0
        // For receiving mssages
        private void ReceiveMessages()

        {
            int bufferSize = 8000;
            Set printData  = new Set();
            Set setGamer   = new Set();

            // Create a buffer for receiving
            byte[] bytes = new byte[bufferSize];

            _tcpStream = _tcpServer.GetStream();

            try
            {
                int bytesRead = _tcpStream.Read(bytes, 0, bytes.Length);
            }
            catch { }

            GamerList gamerTempList = new GamerList();

            gamerTempList = Json.ReadHost(bytes);

            if (gamerTempList == null)
            {
                MainWin.Message("Connection error", "Connection error");
                // Exit
                return;
            }

            switch (gamerTempList.Type)
            {
            // Error in nikename
            case -4:
            {
                CloseConnection("Connection error", "Invalid characters in name");
                return;
            }

            // Closing room
            case -3:
            {
                CloseConnection("Connection error", "Lobby closed");
                return;
            }

            // Wrong password
            case -2:
            {
                CloseConnection("Connection error", "Wrong password");
                return;
            }

            // Name is already used
            case -1:
            {
                CloseConnection("Connection error", "Your name is already used");
                return;
            }

            // If there are no errors and the request is accepted
            default:
            {
                Data.MainWin.Dispatcher.Invoke(new Action(delegate()
                    {
                        // Create lobby window
                        Data.MainWin.CreateLobby();
                    }));

                // Accept the list of all players
                Data.GamersList = gamerTempList;

                printData.SetMassageInfo("You are logged in as " + Data.SettingCh.St.Name + "\r\n");

                // Display the list in the table
                for (int i = 0; i < Data.GamersList.gamer.Count; i++)
                {
                    setGamer.AddToGrid(i);
                }

                // Get your number
                Get getMyNumber = new Get();
                getMyNumber.GetMyNamber();

                Data.LobbyLink.Dispatcher.Invoke(new Action(delegate()
                    {
                        Get getMap = new Get();

                        // Set map
                        Data.LobbyLink.ShowMap(Data.GamersList.Map);

                        // Set score
                        Data.LobbyLink.ScoreChange(Data.GamersList.Score);

                        // Set header
                        if (Data.JoinToServer)
                        {
                            string name;
                            if (Data.webList[Data.LobbyNumber].Name.Length > 16)
                            {
                                name = Data.webList[Data.LobbyNumber].Name.Substring(0, 16) + "...";
                            }
                            else
                            {
                                name = Data.webList[Data.LobbyNumber].Name;
                            }

                            Data.LobbyLink.Title = name + " [ " + Data.GamersList.ModOrig + " | " + Data.GamersList.LobbyType + " ]";
                        }
                        else
                        {
                            Data.LobbyLink.Title = Data.GamersList.gamer[0].Name + "'s Lobby [ " + Data.GamersList.ModOrig + " | " + Data.GamersList.LobbyType + " ]";
                        }
                    }));

                // Turn on UDP module
                Udp UdpOn = new Udp();
                UdpOn.StartUDPModul();

                srReceiver = new System.IO.StreamReader(_tcpStream);

                // While Connected == true accept messages
                while (Connected)
                {
                    try
                    {
                        int    byteRead;
                        byte[] bytesHost = new byte[bufferSize];

                        byteRead = _tcpStream.Read(bytesHost, 0, bufferSize);

                        if (byteRead != 0)
                        {
                            GamerList gamerList = new GamerList();
                            gamerList = Json.ReadHost(bytesHost);

                            Data.LobbyLink.Dispatcher.Invoke(new UpdateLogCallback(this.UpdateLog), new object[] { gamerList });
                        }

                        else
                        {
                            CloseConnection("Connection error", "The lobby is closed by host");
                            return;
                        }
                    }

                    catch { return; }
                }

                return;
            }
            }
        }
Example #5
0
        // Listen and wait for messages
        public void ReceiveMessage()

        {
            receiver_server = null;

            Set        printData   = new Set();
            int        buffer_size = 256;
            bool       firstMessLd = true;
            string     time_now    = "";
            int        real_ping;
            IPEndPoint LdIpPort = null;
            string     message  = "";

            Get get_param = new Get();

            // UDP port FROM FILE for listening from all IPs
            int portReciever = 0;

            if (Data.HostOrClient)
            {
                Int32.TryParse(Data.SettingCh.St.UdpPort, out portReciever);
            }
            else
            {
                Random randomUdpPort = new Random();
                portReciever = randomUdpPort.Next(49152, 65535);
            }

            Data.UdpWorkRec = true;

            int num;

            try
            {
                receiver_server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
                IPEndPoint localIP = new IPEndPoint(IPAddress.Any, portReciever);
                receiver_server.Bind(localIP);
            }
            catch (Exception ex)
            {
                MainWin.Message("Udp port error", "Failed to determine UDP port, specify it in the settings yourself");
            }



            string[] parts;
            string[] partr;

            // Buffer for received data
            byte[] data  = new byte[buffer_size];
            byte[] data_ = new byte[6];

            // Client for mailing to ld (for mailing to other players)
            UdpClient sendToLd = new UdpClient();

            // The address from which the data came
            EndPoint remoteIp = new IPEndPoint(IPAddress.Any, 0);

            if (Data.HostOrClient)
            {
                num = 1;
            }
            else
            {
                num = 0;
            }

            try
            {
                int bytes;

                // UDP listening cycle starts immediately and works while there is a room
                // first listens to ping, then receives data from clients

                while (Data.UdpWorkRec == true)

                {
                    try
                    {
                        // Get data
                        _buffer = receiver_server.ReceiveFrom(data, buffer_size, SocketFlags.None, ref remoteIp); //
                    }
                    catch (Exception ex) { }

                    if (data[0] == 's')
                    {
                        // Converted from bytes to string to parse
                        message = Encoding.Unicode.GetString(data, 0, 6);
                        parts   = message.Split('s');

                        int number = 0;
                        Int32.TryParse(parts[1], out number);

                        Array.Clear(data, 0, buffer_size);

                        string message2 = "r" + Data.MyNamber + "r";


                        data_ = Encoding.Unicode.GetBytes(message2);
                        try
                        {
                            {
                                receiver_server.SendTo(data_, remoteIp);
                            }
                        }
                        catch (Exception ex) { }

                        // When ping arrives, the host always updates its data
                        if (Data.HostOrClient)
                        {
                            if (Data.LastNumber != 0)
                            {
                                Data.GamersList.gamer[number].Udp = remoteIp as IPEndPoint;

                                // If there is ping with everyone
                                if (get_param.GetReadyPing())
                                {
                                    Data.ChatStatic.Dispatcher.Invoke(new Action(delegate()
                                    {
                                        Data.GamersList.Type = 7;
                                        Host.SendAllThread(Data.GamersList);
                                    }));

                                    // After the exchange, discard the last player before another
                                    Data.LastNumber = 0;
                                }
                            }
                        }
                    }
                    else if (data[0] == 'r')
                    {
                        // Get the first ping point
                        time_now = DateTime.Now.ToString("ss.fff");

                        // Converted from bytes to string to parse
                        message = Encoding.Unicode.GetString(data, 0, _buffer);
                        partr   = message.Split('r');

                        int number = 0;
                        Int32.TryParse(partr[1], out number);

                        time_now           = time_now.Replace(".", "");
                        stop_point[number] = 0;
                        Int32.TryParse(time_now, out stop_point[number]);

                        real_ping = stop_point[number] - start_point[number];
                        try
                        {
                            if (Data.GamersList.gamer[number] != null)
                            {
                                if (real_ping >= 1000)
                                {
                                    double _realPing = real_ping / 1000;
                                    Data.GamersList.gamer[number].GPing = _realPing.ToString("N2");
                                }
                                else if (real_ping >= 10000)
                                {
                                    double _realPing = real_ping / 1000;
                                    Data.GamersList.gamer[number].GPing = _realPing.ToString("N1");
                                }
                                else if (real_ping >= 0)
                                {
                                    Data.GamersList.gamer[number].GPing = real_ping.ToString();
                                }
                            }


                            // If the host then I check for ping always
                            if (Data.HostOrClient)
                            {
                                Data.LobbyLink.Dispatcher.Invoke(new Action(delegate()
                                {
                                    Data.LobbyLink.CheckPing();
                                }));
                            }
                        }
                        catch { }

                        Array.Clear(data, 0, buffer_size);
                    }
                    else if (data[0] == 'u')
                    {
                        Set messag = new Set();
                        messag.SetText("UDP port is open");
                    }

                    else if (data[0] < 3)
                    {
                        data[0] += 5;

                        // If the first message, then determine the address
                        if (firstMessLd == true)
                        {
                            // We receive data about LD and we will send them from players
                            LdIpPort    = remoteIp as IPEndPoint;
                            firstMessLd = false;
                        }

                        // Mailing to all players except yourself
                        for (int i = num; i < Data.GamersList.gamer.Count; i++)
                        {
                            // Send a package to everyone except myself
                            if (Data.MyNamber != i)
                            {
                                try
                                {
                                    receiver_server.SendTo(data, Data.GamersList.gamer[i].Udp);
                                }
                                catch (Exception ex)
                                {
                                }
                            }
                        }

                        // Clean the buffer
                        Array.Clear(data, 0, buffer_size);
                    }

                    else

                    {
                        data[0] -= 5;

                        if (LdIpPort != null)
                        {
                            sendToLd.Send(data, data.Length, LdIpPort);
                        }

                        // Clean the buffer
                        Array.Clear(data, 0, buffer_size);
                    }
                }

                // Exit the loop and close the listening socket
                if (receiver_server != null)
                {
                    receiver_server.Close();
                }

                // Close the send socket on ld
                if (sendToLd != null)
                {
                    sendToLd.Close();
                }
            }
            catch (Exception ex) { }
        }
Example #6
0
        // Starts the server and starts receiving clients
        public void StartListening(string port)
        {
            // Before determining its IP, this variable is false
            getMyIp = false;
            Set message   = new Set();
            int portInt32 = 0;

            Int32.TryParse(port, out portInt32);

            // Configure sockets over TCP, use IP and open TCP port
            try
            {
                tlsClient = new TcpListener(portInt32);
            }
            catch
            {
                MainWin.Message("Connection error", "Wrong Tcp port");
            }

            // Add the first term equal to zero instead of ourselves
            tcpClients.Add(null);

            // Start to listen
            try
            {
                tlsClient.Start();

                // Create lobby window

                Data.MainWin.CreateLobby();
                Data.MyNamber = 0;

                message.SetMassageInfo("Waiting other players...\r\n");

                // Set a unique session number and will transmit it
                Data.GamersList.IdSession = DateTime.Now.ToString("dd hh:mm:ss").Replace(" ", "").Replace(".", "").Replace(":", "");

                //_____________ Connect the UDP module ___________
                Udp UdpOn = new Udp();
                UdpOn.StartUDPModul();
            }
            catch
            {
                MainWin.Message("Connection error", "Wrong Tcp port [2]");
                return;
            }

            // UDP port FROM FILE for listening from all IPs
            int portUdp = 0;

            Int32.TryParse(Data.SettingCh.St.UdpPort, out portUdp);

            IPEndPoint RemoteEndPoint = null;

            RemoteEndPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), portUdp);

            Data.GamersList.gamer.Add(new Gamers()
            {
                Type = 0, Ping = "", Name = Data.SettingCh.St.Name, Number = 0, Status = 0, Car = Data.SettingCh.St.Car, Team = Data.SettingCh.St.Team, Udp = null, Message = null, Password = null,
            });
            Data.GamersList.Map   = Data.SettingCh.St.Map;
            Data.GamersList.Score = Data.SettingCh.St.Score;

            // if created on the server, then enable updates to the server
            if (Data.CreateToServer)
            {
                // Create lobby
                Web createLobby = new Web();
                // This variable is responsible for updating
                Data.FollowToLobby = true;
                // Start creating and updating the lobby in a new thread
                createLobby.CreateLobbyInThread();
            }

            Data.gamerList.Add(Data.GamersList.gamer[0]);

            // Create a new thread for the connection wait loop
            thrListener = new Thread(KeepListening);
            thrListener.Start();
        }