static void WebServerOnConnect(int id)
        {
            _connectedIds.Add(id);
            _playerDatas[id] = new PlayerData()
            {
                id = (ushort)id
            };

            // Tell new client their id and the game state and everyone's name and points
            _bitBuffer.Clear();
            _bitBuffer.AddByte(2);
            _bitBuffer.AddUShort((ushort)id);
            _bitBuffer.AddByte((byte)_currentState);

            _bitBuffer.AddUShort((ushort)_playerDatas.Count);
            foreach (var playerData in _playerDatas.Values)
            {
                _bitBuffer.AddUShort(playerData.id);
                _bitBuffer.AddString(playerData.name);
                _bitBuffer.AddShort(playerData.points);
            }

            _bitBuffer.ToArray(_buffer);
            _webServer.SendOne(id, new ArraySegment <byte>(_buffer, 0, 5 + _playerDatas.Count * 20));
        }
        static void WebServerOnConnect(int id)
        {
            _connectedIds.Add(id);
            _playerDatas[id] = new PlayerData()
            {
                id = (ushort)id
            };

            _bitBuffer.ToArray(_buffer);
            _webServer.SendOne(id, new ArraySegment <byte>(_buffer, 0, 5 + _playerDatas.Count * 20));
        }
        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += delegate(int i) {
                Console.WriteLine($"Client {i} joined, sending hello");
                byte[] buff = System.Text.Encoding.UTF8.GetBytes("Hello from server");
                _webServer.SendOne(i, new ArraySegment <byte>(buff));
            };

            _webServer.onData += delegate(int i, ArraySegment <byte> data) {
                string msg = System.Text.Encoding.UTF8.GetString(data.Array);
                Console.WriteLine($"Client {i} send: {msg}");
            };

            while (!Console.KeyAvailable)
            {
                _webServer.ProcessMessageQueue();
            }

            Console.WriteLine("Closing server");
            _webServer.Stop();
        }
Esempio n. 4
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    private void WebServerOnonConnect(int id)
    {
        _connectionIds.Add(id);
        _playerTransforms[(ushort)id] = null;

        _bitBuffer.Clear();
        _bitBuffer.AddUShort(2); // id notification message
        _bitBuffer.AddUShort((ushort)id);
        _bitBuffer.ToArray(_smallBuffer);
        _webServer.SendOne(id, new ArraySegment <byte>(_smallBuffer, 0, 4));
    }
        static void WebServerOnConnect(int id)
        {
            _connectedIds.Add(id);
            _playerDatas[id] = new PlayerData();

            // Tell new client their id
            _bitBuffer.Clear();
            _bitBuffer.AddByte(2);
            _bitBuffer.AddUShort((ushort)id);
            _bitBuffer.ToArray(_buffer);
            _webServer.SendOne(id, new ArraySegment <byte>(_buffer, 0, 3));
        }
Esempio n. 6
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        IEnumerator Send(int size)
        {
            byte[] bytes  = new byte[size];
            var    random = new System.Random();

            random.NextBytes(bytes);

            var segment = new ArraySegment <byte>(bytes);

            sent.Add(size, bytes);
            server.SendOne(1, segment);

            yield return(new WaitForSeconds(0.5f));
        }
        static void WebServerOnConnect(int id)
        {
            _connectedIds.Add(id);
            _playerDatas[id] = new PlayerData()
            {
                id = (ushort)id
            };

            // Tell new client their id and the game state and everyone's name
            _bitBuffer.Clear();
            _bitBuffer.AddByte(2);
            _bitBuffer.AddUShort((ushort)id);
            _bitBuffer.AddByte((byte)_currentState);
            _bitBuffer.ToArray(_buffer);
            _webServer.SendOne(id, new ArraySegment <byte>(_buffer, 0, 3));
        }
Esempio n. 8
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        static void Main(string[] args)
        {
            SslConfig sslConfig;
            TcpConfig tcpConfig = new TcpConfig(true, 5000, 20000);

            Console.WriteLine("Setting up secure server");
            sslConfig  = new SslConfig(true, "cert.pfx", "", SslProtocols.Tls12);
            _webServer = new SimpleWebServer(10000, tcpConfig, 16 * 1024, 3000, sslConfig);
            _webServer.Start(Constants.GAME_PORT);
            Console.WriteLine("Server started");

            _webServer.onConnect += delegate(int i) {
                Console.WriteLine($"Client {i} joined, sending hello");
                _webServer.SendOne(i, "Hello from server");
            };
        }
Esempio n. 9
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    private async Task ServerServer()
    {
        try
        {
            // create server instance
            var tcpConfig = new TcpConfig(noDelay: false, sendTimeout: 5000, receiveTimeout: 20000);
            var server    = new SimpleWebServer(5000, tcpConfig, ushort.MaxValue, 5000, new SslConfig());

            // listen for events
            server.onConnect    += (id) => Debug.Log($"New Client connected, id:{id}");
            server.onDisconnect += (id) => Debug.Log($"Client disconnected, id:{id}");
            server.onData       += (id, data) =>
            {
                Debug.Log($"Data from Client, id:{id}, {BitConverter.ToString(data.Array, data.Offset, data.Count)}");
                // pong
                server.SendOne(id, data);
            };
            server.onError += (id, exception) => Debug.Log($"Error because of Client, id:{id}, Error:{exception}");

            // start server listening on port 7777
            server.Start(7777);

            while (true)
            {
                server.ProcessMessageQueue();
                await Task.Yield();

                if (token.stop)
                {
                    break;
                }
            }

            token = null;
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }
    }