Esempio n. 1
0
 public void StartAcceptingConnections()
 {
     AcceptingConnections = true;
     if (LobbyID.IsLobby())
     {
         SteamMatchmaking.SetLobbyJoinable(LobbyID, true);
     }
 }
Esempio n. 2
0
        public void StopAcceptingConnections()
        {
            AcceptingConnections = false;

            if (LobbyID.IsLobby())
            {
                SteamMatchmaking.SetLobbyJoinable(LobbyID, false);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Disconnects this server and all of it's clients
        /// </summary>
        /// <param name="forced">Used to tell if this disconnect was intentional <c>false</c> or caused by an exception <c>true</c></param>
        public override void Disconnect(bool forced)
        {
            // Since we are disconnecting we need to stop the read thread
            Logging.BMSLog.Log("<color=cyan>SteamP2P server disconnecting...</color>");
            StopAcceptingConnections();
            readThreadCancel = true;

            lock (Players)
            {
                // Go through all of the players and disconnect them
                foreach (NetworkingPlayer player in Players)
                {
                    if (player != Me)
                    {
                        Disconnect(player, forced);
                    }
                }

                CleanupDisconnections();

                int counter = 0;
                for (; ; counter++)
                {
                    if (counter >= 10 || Players.Count == 1)
                    {
                        break;
                    }

                    Thread.Sleep(100);
                }

                // Send signals to the methods registered to the disconnect events
                if (!forced)
                {
                    OnDisconnected();
                }
                else
                {
                    OnForcedDisconnect();
                }

                // Stop listening for new connections
                Client.Close();
            }

            if (LobbyID.IsLobby())
            {
                SteamMatchmaking.LeaveLobby(LobbyID);
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Disconnect this client from the server
        /// </summary>
        /// <param name="forced">Used to tell if this disconnect was intentional <c>false</c> or caused by an exception <c>true</c></param>
        public override void Disconnect(bool forced)
        {
            Logging.BMSLog.Log("<color=cyan>SteamP2P client disconnecting...</color>");

            if (LobbyID.IsLobby())
            {
                SteamMatchmaking.LeaveLobby(LobbyID);
            }

            if (Client == null)
            {
                return;
            }

            lock (Client)
            {
                if (forced)
                {
                    CloseConnection();
                }
                else
                {
                    var frame =
                        new ConnectionClose(Time.Timestep, false, Receivers.Server, MessageGroupIds.DISCONNECT, false);
                    Send(frame, true);
                    Task.Queue(CloseConnection, 1000);
                }

                // Send signals to the methods registered to the disconnect events
                if (forced)
                {
                    //	OnDisconnected();
                    //else
                    OnForcedDisconnect();
                }
            }
        }