private static void EventSink_ServerList( ServerListEventArgs e ) { try { NetState ns = e.State; Socket s = ns.Socket; IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint; IPAddress localAddress = ipep.Address; int localPort = ipep.Port; if ( IsPrivateNetwork( localAddress ) ) { ipep = (IPEndPoint)s.RemoteEndPoint; if ( !IsPrivateNetwork( ipep.Address ) && m_PublicAddress != null ) localAddress = m_PublicAddress; } e.AddServer( ServerName, new IPEndPoint( localAddress, localPort ) ); } catch { e.Rejected = true; } }
private static void EventSink_ServerList( ServerListEventArgs e ) { try { NetState ns = e.State; Socket s = ns.Socket; IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint; IPAddress localAddress = ipep.Address; int localPort = ipep.Port; if ( IsPrivateNetwork( localAddress ) ) { ipep = (IPEndPoint)s.RemoteEndPoint; if ( !IsPrivateNetwork( ipep.Address ) && m_PublicAddress != null ) localAddress = m_PublicAddress; } e.AddServer( ServerName, new IPEndPoint( localAddress, localPort ) ); /*IPAddress testAddress; IPAddress.TryParse("127.0.0.1", out testAddress); e.AddServer("Test Center", new IPEndPoint(testAddress, 2594));*/ } catch { e.Rejected = true; } }
public static void InvokeServerList(ServerListEventArgs e) { if (ServerList != null) { ServerList(e); } }
public static void InvokeServerList(ServerListEventArgs e) { if (EventSink.ServerList != null) { EventSink.ServerList.Invoke(e); } }
public static void EventSink_ServerList(ServerListEventArgs e) { foreach (Config.GameServer gs in Core.Config.GameServers) { if (gs.Query && gs.Optional && ServerQueryTimer.GetStatus(gs) == null) continue; e.AddServer(gs.Name, gs.Address); } }
public static void EventSink_ServerList(ServerListEventArgs e) { GameServerListConfig gsl = Core.Config.GameServerListConfig; if (gsl == null) { e.Rejected = true; return; } foreach (GameServerConfig gs in gsl.GameServers) e.AddServer(gs.Name, gs.Address); }
public static void EventSink_ServerList(ServerListEventArgs e) { foreach (Config.GameServer gs in Core.Config.GameServers) { if (gs.Query && gs.Optional && ServerQueryTimer.GetStatus(gs) == null) { continue; } e.AddServer(gs.Name, gs.Address); } }
public static void EventSink_ServerList(ServerListEventArgs e) { GameServerListConfig gsl = Core.Config.GameServerListConfig; if (gsl == null) { e.Rejected = true; return; } foreach (GameServerConfig gs in gsl.GameServers) { e.AddServer(gs.Name, gs.Address); } }
public static void EventSink_ServerList( ServerListEventArgs e ) { try { IPAddress ipAddr; if ( Resolve( Address != null && !IsLocalMachine( e.State ) ? Address : Dns.GetHostName(), out ipAddr ) ) e.AddServer( ServerName, new IPEndPoint( ipAddr, Listener.Port ) ); else e.Rejected = true; } catch { e.Rejected = true; } }
public static void EventSink_ServerList( ServerListEventArgs e ) { try { if (Core.Config.GameServers.Count == 0) { e.AddServer( ServerName, (IPEndPoint)e.State.Socket.LocalEndPoint ); } else { foreach (Config.GameServer gs in Core.Config.GameServers) e.AddServer(gs.Name, gs.Address); } } catch (Exception ex) { log.Fatal(ex); e.Rejected = true; } }
public static void InvokeServerList( ServerListEventArgs e ) { if ( ServerList != null ) ServerList( e ); }
public static void InvokeServerList(ServerListEventArgs e) => ServerList?.Invoke(e);
// ================================================================================== // Calculates what server IP to use // ================================================================================== public static IPAddress FindMachineIP( ServerListEventArgs e ) { // ---------------------------------------------------- // Find the IP of the connecting user // ---------------------------------------------------- Socket sock = e.State.Socket; IPAddress theirAddress = ((IPEndPoint)sock.RemoteEndPoint).Address; IPAddress serverAddress; // ---------------------------------------------------- // Is it Loopback? // ---------------------------------------------------- if ( IPAddress.IsLoopback( theirAddress ) ) { return IPAddress.Parse( "127.0.0.1" ); } // ---------------------------------------------------- // Local // ---------------------------------------------------- UInt32 uint32Address = StringIPToUInt32IP(theirAddress.ToString()); for (UInt32 LocalLanIPRangesLoop = 0 ; LocalLanIPRangesLoop < LocalLanIPRangesCount; LocalLanIPRangesLoop++) { if ( (LocalLanIPRanges[LocalLanIPRangesLoop].RangeFrom <= uint32Address) && (LocalLanIPRanges[LocalLanIPRangesLoop].RangeTo >= uint32Address) ) { Resolve(Dns.GetHostName(), out serverAddress); Console.WriteLine("Player is reconnecting to " + serverAddress.ToString()); return serverAddress; } } // ---------------------------------------------------- // Internet addresses // ---------------------------------------------------- if (Address!=null) { Resolve(Address, out serverAddress); } else { Resolve(Dns.GetHostName(), out serverAddress); } Console.WriteLine("Player is reconnecting to " + serverAddress.ToString()); return serverAddress; }
// ================================================================================== // The serverlist event // ================================================================================== public static void EventSink_ServerList( ServerListEventArgs e ) { try { // ---------------------------------------------------- // Lets find internet ip // ---------------------------------------------------- DetectInternetIP(); // ---------------------------------------------------- // Find the server ip to use for this user // ---------------------------------------------------- IPAddress ipAddr = FindMachineIP(e); // ---------------------------------------------------- // Send serverlist // ---------------------------------------------------- if (ipAddr != null) { e.AddServer(ServerName, new IPEndPoint(ipAddr, 2593 ));// Place the port that you are using here. } else { e.Rejected = true; } } catch { e.Rejected = true; } }
public static void InvokeServerList(ServerListEventArgs e) { if (ServerList != null) { foreach (ServerListEventHandler currentDelegate in ServerList.GetInvocationList()) { try { currentDelegate.Invoke(e); } catch (Exception ex) { // Log an exception EventSink.InvokeLogException(new LogExceptionEventArgs(ex)); } } } }