/// <summary> /// /// </summary> /// <param name="fileName"></param> /// <param name="fileCategory"></param> /// <param name="mediaType"></param> /// <returns></returns> public static File GetFile(string fileName, FileCategory fileCategory, MediaType mediaType) { string path = ""; switch (fileCategory) { case FileCategory.Profile: path = Profile.GetDirectoryPath(fileName); break; case FileCategory.Thumbnail: path = Profile.GetThumbnailPath(fileName); break; case FileCategory.Shared: Network.Server server = new Network.Server() { LocalIP = "127.0.0.1", Name = "Current Server" }; path = Shared.GetDirectoryPath(server.GetServerNetworkPath(), fileName, mediaType); break; case FileCategory.Group: path = Group.GetDirectoryPath(fileName); break; } return(File.GetFile(fileName, path)); }
/// <summary> /// /// </summary> /// <param name="fileName"></param> /// <param name="fileCategory"></param> /// <returns></returns> public static bool IsExist(string fileName, FileCategory fileCategory, MediaType mediaType = MediaType.Image) { bool isExist = false; switch (fileCategory) { case FileCategory.Profile: isExist = File.Exists(Path.Combine(Profile.GetDirectoryPath(fileName), MediaUtility.AddFileExtension(fileName, mediaType))); break; case FileCategory.Shared: Network.Server server = new Network.Server() { LocalIP = "127.0.0.1", Name = "Current Server" }; isExist = File.Exists(Path.Combine(Shared.GetDirectoryPath(server.GetServerNetworkPath(), fileName, mediaType), MediaUtility.AddFileExtension(fileName, mediaType))); break; case FileCategory.Group: isExist = File.Exists(Path.Combine(Group.GetDirectoryPath(fileName), MediaUtility.AddFileExtension(fileName, mediaType))); break; } return(isExist); }
static void Main(string[] args) { var mResetEvent = new ManualResetEvent(false); manager = new DefaultCommandManager <CommandName, CommandArgs, byte[]>(typeof(Program).Namespace + ".Commands"); using (server = new Network.Server()) { server.Start(IPAddress.Any, 4400); Console.CancelKeyPress += (s, e) => mResetEvent.Reset(); server.OnClientConnected += ServerOnClientConnected; Console.WriteLine("Server has started, waiting for clients"); string command; do { command = ""; command = Console.ReadLine(); } while (command.ToLower() != "!start"); Console.WriteLine("Game started."); GameManager.StartGame(); mResetEvent.WaitOne(); GameManager.StopGame(); } }
static void Main(string[] args) { int ServerPort = -1; Network.Server MyServer; //Actual game stuff Deck deck = new Deck(); //Current deck to deal from List <Player> Players = new List <Player>(); //List of players int round = 0; bool dealt = false; //Have I dealt for this round? int responsesReceived = 0; //Responses received this round. //Debug ServerPort = 3000;//Port I'm listening to Console.WriteLine("OpenCards Testing Server\n"); MyServer = new Network.Server(ServerPort); while (true) //Main game loop { #region //Check for and deal with messages Network.Message tempMessage = MyServer.GetNextMessage(); if (tempMessage != null) { //Console.WriteLine(tempMessage.Sender); if (tempMessage.PayloadType == typeof(Deck)) { Deck tempDeck = (Deck)tempMessage.Payload; deck.Add(tempDeck); Console.WriteLine("Got a deck from " + tempDeck.Sender.Name + " at " + tempDeck.Sender.IP); } else if (tempMessage.PayloadType == typeof(Player)) { Player tempPlayer = (Player)tempMessage.Payload; Players.Add(tempPlayer); //Console.WriteLine(tempPlayer.ToString()); } else if (tempMessage.PayloadType == typeof(Response)) { Response tempResponse = (Response)tempMessage.Payload; Console.WriteLine(tempResponse.ToString()); } } #endregion //If haven't dealt, deal //If all responses have come in, send responses to all players //If last Response came from Czar and all responses have been received, notify all players of the round winner, send Gamestate to all players } //End of Main }
private static void Main(string[] args) { using (var server = new Network.Server()) { Console.WriteLine("NanoGames Server running."); Console.ReadKey(false); } }
private void Initialize(int port, int timeout) { pendingAcks = new Dictionary <int, int>(); Sockets = new List <Socket>(); server = new Network.Server(port, timeout); server.ClientConnected += Server_ClientConnected; Task.Run(server.StartListening).ConfigureAwait(true); }
protected Server(HostEndPoint endPeer) { Host = new Network.Server(endPeer); #if USE_RAVENDB Database = new RavenDatabaseManager(); #else Database = new NullDatabaseManager(); #endif }
public WorldManager(Network.Server server) { this.Server = server; this.Users = new Dictionary<int, User>(); this.eatenFood = new List<int>(100); Tuple<int, int> mapSize = Program.Settings["mapSize"]; WorldValues.MapWidth = mapSize.Item1; WorldValues.MapHeight = mapSize.Item2; WorldValues.StartingMass = Program.Settings["pcellStartMass"]; WorldValues.FoodMass = Program.Settings["foodMass"]; }
public static void Initialize() { #region .NET Remoting Service Setup RemotingServer RemoteInterface = new RemotingServer(CONST_SERVER_NAME, CONST_REMOTE_PORT); RemoteInterface.RegisterType("RealmListServer", typeof(RemoteRealmListServer)); RemoteInterface.Enabled = true; #endregion m_Server = new Network.Server(); }
static void Main(string[] args) { int ServerPort = -1; int ClientPort = -1; IPAddress ServerIP = null; Network.Client MyClient; Network.Server MyServer; //Debug ServerIP = IPAddress.Parse("127.0.0.1"); ServerPort = 3000; //Port I'm sending to ClientPort = 2001; //Port I'm listening Console.WriteLine("OpenCards Testing Client\n"); while (ServerIP == null) { Console.Write("Please enter a the server IP: "); try { ServerIP = IPAddress.Parse(Console.ReadLine()); break; } catch { Console.WriteLine(); Console.WriteLine("ERROR. Failed to parse IP."); } } while (ServerPort <= 1 || ServerPort >= 49151) { Console.Write("Please enter the server's port number: "); try { ServerPort = Convert.ToInt16(Console.ReadLine()); if (ServerPort > 1 && ServerPort < 49151) { break; } } catch { } Console.WriteLine(); Console.WriteLine("ERROR. Invalid port number."); } while (ClientPort <= 1 || ClientPort >= 49151) { Console.Write("Please enter a forwarded port number: "); try { ClientPort = Convert.ToInt16(Console.ReadLine()); if (ClientPort > 1 && ClientPort < 49151) { break; } } catch { } Console.WriteLine(); Console.WriteLine("ERROR. Invalid port number."); } Console.Write("Connecting to server at "); Console.Write(ServerIP); Console.Write(":"); Console.WriteLine(ServerPort + "\n"); MyClient = new Network.Client(ServerPort); //Port I'm sending to MyClient.ServerIP = ServerIP.ToString(); MyClient.ExternalPort = ClientPort; //Port I'm listening to MyServer = new Network.Server(ClientPort); //Port I'm listening to Console.WriteLine("Sending greeting\n"); Player MyPlayer = new Player("Cad'ika"); MyPlayer.IP = MyClient.ExternalIP; MyPlayer.Port = ClientPort; MyClient.SendMessage(MyPlayer); //Console.WriteLine("Sending 2 cards\n"); //MyClient.SendMessage(new Card("Test card #1")); //MyClient.SendMessage(new Card("Test card #2")); //Console.WriteLine("Sending 2 black cards\n"); //MyClient.SendMessage(new BlackCard("Black ______ #1", 1)); //MyClient.SendMessage(new BlackCard("______ ______ #2", 2)); Console.WriteLine("Sending a deck\n"); Deck tempDeck = new Deck("TestingClient Deck"); tempDeck.Add(new Card("Test deck card #1")); tempDeck.Add(new Card("Test deck card #2")); tempDeck.Add(new Card("Test deck card #3")); tempDeck.Add(new BlackCard("Testing a ______ card for _____.", 2)); tempDeck.Sender = MyPlayer; MyClient.SendMessage(tempDeck); Console.ReadLine(); }
/// <summary> /// Thread that is waiting for signals to perform checks. /// </summary> private void ExecutiveThread() { log.Info("()"); executiveThreadFinished.Reset(); List <WaitHandle> handleList = new List <WaitHandle>(); handleList.Add(ShutdownSignaling.ShutdownEvent); foreach (CronJob job in jobs.Values) { handleList.Add(job.Event); } WaitHandle[] handles = handleList.ToArray(); Data.Database database = (Data.Database)Base.ComponentDictionary["Data.Database"]; Network.LocationBasedNetwork locationBasedNetwork = (Network.LocationBasedNetwork)Base.ComponentDictionary["Network.LocationBasedNetwork"]; ImageManager imageManager = (ImageManager)Base.ComponentDictionary["Data.ImageManager"]; Network.Server server = (Network.Server)Base.ComponentDictionary["Network.Server"]; Network.NeighborhoodActionProcessor neighborhoodActionProcessor = (Network.NeighborhoodActionProcessor)Base.ComponentDictionary["Network.NeighborhoodActionProcessor"]; Network.CAN.ContentAddressNetwork contentAddressNetwork = (Network.CAN.ContentAddressNetwork)Base.ComponentDictionary["Network.ContentAddressNetwork"]; while (!ShutdownSignaling.IsShutdown) { log.Info("Waiting for event."); int index = WaitHandle.WaitAny(handles); if (handles[index] == ShutdownSignaling.ShutdownEvent) { log.Info("Shutdown detected."); break; } CronJob job = null; foreach (CronJob cronJob in jobs.Values) { if (handles[index] == cronJob.Event) { job = cronJob; break; } } log.Trace("Job '{0}' activated.", job.Name); switch (job.Name) { case "checkFollowersRefresh": database.CheckFollowersRefresh(); break; case "checkExpiredHostedIdentities": database.CheckExpiredHostedIdentities(); break; case "checkExpiredNeighbors": if (locationBasedNetwork.LocServerInitialized) { database.CheckExpiredNeighbors(); } else { log.Debug("LOC component is not in sync with the LOC server yet, checking expired neighbors will not be executed now."); } break; case "deleteUnusedImages": imageManager.ProcessImageDeleteList(); break; case "refreshLocData": locationBasedNetwork.RefreshLoc(); break; case "checkInactiveClientConnections": server.CheckInactiveClientConnections(); break; case "checkNeighborhoodActionList": neighborhoodActionProcessor.CheckActionList(); break; case "ipnsRecordRefresh": contentAddressNetwork.IpnsRecordRefresh().Wait(); break; } } executiveThreadFinished.Set(); log.Info("(-)"); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public void Update(GameTime gameTime) { // Read input. Vector2 screenDim = _spriteBatch.GetScreenDimensions(); _input = Input.GetState(screenDim, _renderer.RenderState.ScreenToWorldCoordinates); _renderer.RenderState.UpdateAspectRatio(screenDim); _tickTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (_input.IsActive(Keys.LeftControl) && _input.IsActive(Keys.Q)) { IsRunning = false; return; } if (_input.IsActive(Keys.LeftControl) && _input.IsActive(Keys.S) && !_startServer) { _startServer = true; _trollServer = new Network.Server(6667); _trollServer.start(); } if (_input.IsActive(Keys.LeftShift) && _input.IsActive(Keys.S) && _startServer) { _trollServer.stop(); _startServer = false; } if (_input.IsActive(Keys.LeftControl) && _input.IsActive(Keys.C) && !_startClient) { _startClient = true; _trollClient= new Network.Client("192.168.0.3",6667); _trollClient.start(); } if (_input.IsActive(Keys.LeftShift) && _input.IsActive(Keys.C) && _startClient) { _trollClient.stop(); _startClient = false; } // It is important that _worldDate is updated first of all, // since the other components depend on it being in sync. _worldDate.Update(gameTime); // We update the views in reverse order, // because if the input state gets updated by an entity, // enties behind (meaning draw before, meaning having a higher index in _views) it // should get notified, but not entities in front of it. foreach (IView view in _views.Reverse()) { view.Update(_input); } foreach (IModel entity in _models) { entity.Update(_worldDate); } UpdateCamera(); Debug.WriteToScreen("Slow" , gameTime.IsRunningSlowly ? "Yes" : "No"); Debug.WriteToScreen("Zoom" , _renderer.RenderState.Camera.Zoom); Debug.WriteToScreen("Mouse" , _input.ScreenMouse); Debug.WriteToScreen("Mouse rel", _input.MouseRelativeToCenter); }
void StartServer() { server = new Network.Server(); server.Start(); }