void ReadPacket(NetClient client)
    {
        bool success = false;
        int  started = p.TimeMillisecondsFromStart();
        int  timeout = 2000;

        while (p.TimeMillisecondsFromStart() < started + timeout)
        {
            if (success)
            {
                //Return if already received answer from server
                querySuccess = true;
                return;
            }
            NetIncomingMessage msg;
            msg = client.ReadMessage();
            if (msg == null)
            {
                //Message empty - skip processing.
                continue;
            }

            Packet_Server packet = new Packet_Server();
            Packet_ServerSerializer.DeserializeBuffer(msg.message, msg.messageLength, packet);

            switch (packet.Id)
            {
            case Packet_ServerIdEnum.QueryAnswer:
                //Got answer from server. Process it.
                result.Name            = packet.QueryAnswer.Name;
                result.MOTD            = packet.QueryAnswer.MOTD;
                result.PlayerCount     = packet.QueryAnswer.PlayerCount;
                result.MaxPlayers      = packet.QueryAnswer.MaxPlayers;
                result.PlayerList      = packet.QueryAnswer.PlayerList;
                result.Port            = packet.QueryAnswer.Port;
                result.GameMode        = packet.QueryAnswer.GameMode;
                result.Password        = packet.QueryAnswer.Password;
                result.PublicHash      = packet.QueryAnswer.PublicHash;
                result.ServerVersion   = packet.QueryAnswer.ServerVersion;
                result.MapSizeX        = packet.QueryAnswer.MapSizeX;
                result.MapSizeY        = packet.QueryAnswer.MapSizeY;
                result.MapSizeZ        = packet.QueryAnswer.MapSizeZ;
                result.ServerThumbnail = packet.QueryAnswer.ServerThumbnail;
                success = true;
                continue;

            case Packet_ServerIdEnum.DisconnectPlayer:
                serverMessage = packet.DisconnectPlayer.DisconnectReason;
                //End method as server kicked us out
                return;

            default:
                //Drop all other packets sent by server (not relevant)
                continue;
            }
        }
        //Set timeout message if query did not finish in time
        serverMessage = "Timeout while querying server!";
    }
Exemple #2
0
    public static byte[] Serialize(Packet_Server packet, IntRef retLength)
    {
        CitoMemoryStream ms = new CitoMemoryStream();

        Packet_ServerSerializer.Serialize(ms, packet);
        byte[] data = ms.ToArray();
        retLength.value = ms.Length();
        return(data);
    }
    public void TryReadPacket(byte[] data, int dataLength)
    {
        Packet_Server packet = new Packet_Server();

        Packet_ServerSerializer.DeserializeBuffer(data, dataLength, packet);

        ProcessInBackground(packet);

        ProcessPacketTask task = new ProcessPacketTask();

        task.game    = game;
        task.packet_ = packet;
        game.QueueActionCommit(task);

        game.LastReceivedMilliseconds = game.currentTimeMilliseconds;
        //return lengthPrefixLength + packetLength;
    }