Exemple #1
0
        private void HandleNewSocket(Socket socket)
        {
            if (socket == null)
            {
                return;
            }

            var remoteEndPoint = socket.RemoteEndPoint;

            this.Log(l => l.DebugFormat($"Game Client connected, Address {remoteEndPoint}"));
            ushort newPlayerId;
            var    playerIdEventArgs = new RequestPlayerIdEventArgs();

            if (!this.OnRequestPlayerId(playerIdEventArgs))
            {
                // No Free Id, so disconnect the client
                this.Log(l => l.DebugFormat($"out of free id's... disconnecting the game client {remoteEndPoint}"));

                // MAYBE TODO: wait until an id is free?
                socket.Dispose();
            }
            else
            {
                newPlayerId = playerIdEventArgs.PlayerId;
                this.Log(l => l.DebugFormat($"new player id {newPlayerId} for game client {remoteEndPoint}"));
                var connection   = new Connection(socket, new Encryptor(), new Decryptor());
                var remotePlayer = new RemotePlayer(newPlayerId, this.gameContext, this.mainPacketHandler, connection);
                this.OnPlayerConnected(remotePlayer);
                connection.Disconnected += (sender, e) => remotePlayer.Disconnect();
                connection.BeginReceive();
            }
        }
Exemple #2
0
        private void HandleNewSocket(Socket socket)
        {
            if (socket == null)
            {
                return;
            }

            var remoteEndPoint = socket.RemoteEndPoint;

            this.Log(l => l.DebugFormat($"Game Client connected, Address {remoteEndPoint}"));
            if (this.gameContext.PlayerList.Count >= this.gameContext.ServerConfiguration.MaximumPlayers)
            {
                this.Log(l => l.DebugFormat($"The server is full... disconnecting the game client {remoteEndPoint}"));

                // MAYBE TODO: wait until another player disconnects?
                socket.Dispose();
            }
            else
            {
                var connection   = new Connection(socket, new Encryptor(), new Decryptor());
                var remotePlayer = new RemotePlayer(this.gameContext, this.mainPacketHandler, connection);
                this.OnPlayerConnected(remotePlayer);
                connection.Disconnected += (sender, e) => remotePlayer.Disconnect();
                connection.BeginReceive();
            }
        }
Exemple #3
0
        private void HandleNewSocket(Socket socket)
        {
            if (socket == null)
            {
                return;
            }

            var remoteEndPoint = socket.RemoteEndPoint;

            this.Log(l => l.DebugFormat($"Game Client connected, Address {remoteEndPoint}"));
            if (this.gameContext.PlayerList.Count >= this.gameContext.ServerConfiguration.MaximumPlayers)
            {
                this.Log(l => l.DebugFormat($"The server is full... disconnecting the game client {remoteEndPoint}"));

                // MAYBE TODO: wait until another player disconnects?
                socket.Dispose();
            }
            else
            {
                socket.NoDelay = true;
                var socketConnection = SocketConnection.Create(socket);
                var connection       = new Connection(socketConnection, new PipelinedDecryptor(socketConnection.Input), new PipelinedEncryptor(socketConnection.Output));
                var remotePlayer     = new RemotePlayer(this.gameContext, connection, new ClientVersion(this.endPoint.Client.Season, this.endPoint.Client.Episode, this.endPoint.Client.Language));
                this.OnPlayerConnected(remotePlayer);
                connection.Disconnected += (sender, e) => remotePlayer.Disconnect();

                // we don't want to await the call.
                connection.BeginReceive();
            }
        }