Exemple #1
0
        public Game()
        {
            log = new Logger();
            log.Info("Setting up game...");

            trySetConnectDetails();

            Window.Title = "Test Client";
            Window.AllowUserResizing = false;

            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            config = new NetPeerConfiguration(appName);
            config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);

            client = new NetClient(config);

            // Start with an empty player manager.
            playerManager = new PlayerManager();

            NetDebugComponent netDebugComponent = new NetDebugComponent(this, ref client);
            this.Components.Add(netDebugComponent);
            netDebugComponent.Visible = true;

            PlayerListDebugComponent playerListDebugComponent = new PlayerListDebugComponent(this, ref playerManager);
            this.Components.Add(playerListDebugComponent);
            playerListDebugComponent.Visible = true;
        }
 public PlayerListDebugComponent(Game game, ref PlayerManager playerManager)
     : base(game)
 {
     this.playerManager = playerManager;
     this.game = game;
     this.position = new Vector2(5, 110);
 }
Exemple #3
0
        /// <summary>
        /// Creates, configures and starts the server.
        /// </summary>
        private static void setupServer()
        {
            log.Info("Setting up server...");
            config = new NetPeerConfiguration(appName);
            config.Port = serverPort;
            // Clients will send a DiscoveryRequest to see if they can connect.
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            // ConnectionApproval received once a client runs Connect(); must be explicitly approved or denied.
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            playerManager = new PlayerManager(gameHeight, gameWidth);
            server = new NetServer(config);
            try
            {
                server.Start();
                nextSendUpdates = NetTime.Now;
                Thread.Sleep(500);
                log.Info("Server started with status {0} on port {1}", server.Status, serverPort);
            }
            catch (Exception e)
            {
                log.Error("Failed to start server\n" + e);
                isShuttingDown = true;
            }
        }