public bool AddServer(uint connectionId, GameServerLogin packet) { lock (servers) { Server server = new Server() { connectionId = connectionId, status = packet.gameMatchState, IP = packet.IP, port = (short)packet.Port }; servers[connectionId] = server; CheckServer(servers[connectionId]); LOG.Info("OnAddSession ServerId[" + connectionId + "] Status[" + packet.gameMatchState.ToString() + "]"); return(true); } }
public bool Execute(JHSNetworkMessage netMsg) { if (queueManager == null) { queueManager = GameServerManager.Instance; } GameServerLogin packet = netMsg.ReadMessage <GameServerLogin>(); if (packet != null) { uint connectionId = netMsg.conn.connectionId; var server = queueManager.GetServerByConnectionId(connectionId); if (server == null) { if (Settings.BINDPASSWORD == packet.PassWord) { if (queueManager.AddServer(connectionId, packet)) { netMsg.conn.Send(GameServerOP.UPDATE_STATE, packet); } } } else { if (server != null) { lock (server) { server.status = packet.gameMatchState; LOG.Info("OnChangeSession ServerId[" + connectionId + "] Status[" + packet.gameMatchState.ToString() + "]"); } } } } return(true); }