private void InitiliazeClients() { GameClients = new Client[BaseInformationReader.Max_Players]; for (int i = 1; i < BaseInformationReader.Max_Players; i++) { GameClients[i] = new Client(); } m_UnityServer.AppendNewLog("All Clients have been setup correctly!"); }
public void HandleData(byte[] data, int client) { ByteBuffer buffer = new ByteBuffer(); buffer.WriteBytes(data); m_PacketID = buffer.ReadInteger(); m_ClientToken = buffer.ReadInteger(); buffer = null; if (m_PacketID == 0) { m_UnityServer.AppendNewLog("A bad package was send from client: " + m_ClientToken); return; } PacketHandler(m_ClientToken, m_PacketID, data); }
//TODO: Check if unique client token exists in database :) private void ProccessLogin(int LoginToken, int ClientID) { m_UnityServer.AppendNewLog("ClientID: " + m_ClientID + "|| Unique token: " + m_LoginToken); for (int i = 1; i < BaseInformationReader.Max_Players; i++) { if (i == ClientID) { m_LocalDatabase.InitliazeLocalDataContainer(m_LoginToken, ClientID); SendReturnPackageToClient(ClientID, LoginToken); } } }
/// <summary> /// Send a data to a specific client. /// </summary> public void SendTo(int client_Index, byte[] data) { ByteBuffer buffer = new ByteBuffer(); buffer.WriteBytes(data); if (m_BaseNetwork.GameClients[client_Index].Client_Socket != null) { m_BaseNetwork.GameClients[client_Index].Client_Stream.BeginWrite(buffer.ToArray(), 0, buffer.ToArray().Length, null, null); } else { m_UnityServer.AppendNewLog("Something went wrong when sending a packet to client: " + client_Index); } buffer = null; }
/// <summary> /// Initliaze the game server - By button /// </summary> public void InitiliazeServer() { m_UnityServer = UnityServer.Instance; m_ServerListener = new TcpListener(IPAddress.Parse(BaseInformationReader.IpAdress), BaseInformationReader.Server_Port); m_ServerListener.Start(); m_ServerListener.BeginAcceptTcpClient(OnAcceptNewClient, null); m_NetworkReceiver = new NetworkReceiver(this); NetworkSend = new NetworkSender(this); MySQL = new MySql(); MySQL.MySQLInit(); m_UnityServer.AppendNewLog("The server has been initiliazed succesfully" + BaseInformationReader.Server_Port); InitiliazeClients(); }