private static TcpClientHandler event_clientCreated(SocketBinder binder, TcpServerHandler server, uint clientTimeout) { TcpClientHandler tmp_ = new TcpClientHandler(binder, server, clientTimeout); mainProgram.WriteLine("Client " + tmp_.Socket.ToString() + " has been created"); return(tmp_); }
public static void Main() { //make the socketbinder SocketBinder binder = new SocketBinder(); //make the console queue ConsoleQueue = new Queue <string>(); InitConsoleFile(); //make the settings settings = new SettingsSystem(); //we need to load from the file, if there is one settings.ReadFile(); //lets make the server too game_server = new TcpServerHandler(binder, settings.port, settings.maxConnections, settings.alignment, settings.timeout, settings.address); //start the server game_server.Start(); //now lets set the methods for event stuff game_server.StartedEvent += event_started; game_server.ClientCreatedEvent += event_clientCreated; game_server.ClosedEvent += event_closed; game_server.ReceivedEvent += event_received; game_server.ConnectedEvent += event_connected; game_server.DisconnectedEvent += event_disconnected; game_server.AttemptReconnectEvent += event_attemptReconnect; game_server.ClientOverflowEvent += event_clientOverflow; //now for the game world gameWorld = new GameWorld(game_server); //and now for the main game loop int sleepJump = 0, times = 0; gameSteps = 0; //anything after here is not accessible until the server ends while (game_server.Status) { //commands CommandSystem.DoCommand(CommandSystem.Update()); if (sleepJump == 2) { sleepJump = 0; event_step(); times++; Thread.Sleep(16); } else { sleepJump++; event_step(); times++; Thread.Sleep(17); } sleepJump++; }//whatever after the loop is triggered here when the server is closed UpdateConsoleFile(); Thread.Sleep(1000); }
private static void event_closed(TcpServerHandler host) { if (host.ClientMap.Count > 0) { mainProgram.WriteLine("Closing the server with " + host.ClientMap.Count.ToString() + " clients"); } else { mainProgram.WriteLine("Closing the server with no clients"); } }
public GameWorld(TcpServerHandler _gameServer) { gameServer = _gameServer; maxEntities = 32; maxObjects = 64; entityMap = new Dictionary <int, GameEntity>(); clientMap = new Dictionary <int, GameClient>(gameServer.MaxConnections); objectMap = new Dictionary <int, GameObject>(); createObject(new GamePoint3D(0d, 0d, -32d), new GamePoint3D(1024d, 1024d, 32d)); createObject(new GamePoint3D(256d, 256d, 128d), new GamePoint3D(512d, 512d, 32d)); }
public void Start() { if (IsRunning) return; m_currUserIndex = 0; m_server = new TcpServerHandler(m_ip, m_port); //m_server.SSLServerCertificate = SslHelper.GetOrCreateSelfSignedCertificate("NameHere"); m_server.Connected += m_server_Connected; m_server.Disconnected += m_server_Disconnected; m_server.ReceivedFull += m_server_ReceivedFull; m_server.Start(); }
/// <summary> /// Start the Rcon server and begin to listen for connection /// </summary> public void Start() { if (IsRunning) { return; } m_server = new TcpServerHandler(m_ip, m_port); m_server.Connected += m_server_Connected; m_server.Disconnected += m_server_Disconnected; m_server.ReceivedFull += m_server_ReceivedFull; m_server.Start(); }
public void Start() { if (IsRunning) { return; } m_currUserIndex = 0; m_server = new TcpServerHandler(m_ip, m_port); //m_server.SSLServerCertificate = SslHelper.GetOrCreateSelfSignedCertificate("NameHere"); m_server.Connected += m_server_Connected; m_server.Disconnected += m_server_Disconnected; m_server.ReceivedFull += m_server_ReceivedFull; m_server.Start(); }
/// <summary> /// Close all connection to the Rcon server and stop it /// </summary> public void Stop() { if (!IsRunning) { return; } this.NotifyAll("Server is shutting down..."); m_server.Connected -= m_server_Connected; m_server.Disconnected -= m_server_Disconnected; m_server.ReceivedFull -= m_server_ReceivedFull; m_server.DisconnectAll(); m_server.Stop(); m_server = null; }
/// <summary> /// Close all connection to the Rcon server and stop it /// </summary> public void Stop() { if (!IsRunning) { return; } SendCommand(new NotificationCommand("Server is shutting down...")); m_server.Connected -= m_server_Connected; m_server.Disconnected -= m_server_Disconnected; m_server.ReceivedFull -= m_server_ReceivedFull; m_server.DisconnectAll(); m_server.Stop(); m_server = null; }
private static void event_started(TcpServerHandler host) { mainProgram.WriteLine("Server is now running"); }
public void Stop() { if (!IsRunning) return; this.SendToAll("Server is shutting down..."); m_server.Connected -= m_server_Connected; m_server.Disconnected -= m_server_Disconnected; m_server.ReceivedFull -= m_server_ReceivedFull; m_server.DisconnectAll(); m_server.Stop(); m_server = null; }