Esempio n. 1
0
        /// <summary>
        /// Called to register a new GameServer to servers list
        /// </summary>
        /// <param name="gs"></param>
        public void OnRegisterGameServer(ushort index, GameServer gs, string key)
        {
            ConsoleUtils.ShowInfo("Game Server '{0}' ({1}:{2}; index:{3}) is trying to connect...", gs.Name, gs.IP, gs.Port, index);

            if (this.GameServers.ContainsKey(index))
            { // Is index available?
                ConsoleUtils.ShowWarning("Failed to add server to server list, duplicated index '{0}'.", index);
                GamePackets.Instance.RegisterResult(gs, 1);
                return;
            }
            else if (!key.Equals(Settings.AcceptorKey))
            { // Is acceptor key valid?
                ConsoleUtils.ShowWarning("Connection refused, invalid Acceptor Key. (Received: {0}; Expected: {1})", key, Settings.AcceptorKey);
                GamePackets.Instance.RegisterResult(gs, 2);
                return;
            }

            gs.Index = index;
            GameServers.Add(index, gs);
            ConsoleUtils.ShowInfo("Connection with Game Server '{0}' stabilished.", gs.Name);
            GamePackets.Instance.RegisterResult(gs, 0);

            return;
        }
Esempio n. 2
0
        /// <summary>
        /// Called when a Game-Server disconnects from Auth
        /// </summary>
        /// <param name="gs"></param>
        internal void OnGameServerDisconnects(GameServer gs)
        {
            ConsoleUtils.ShowInfo("Game-Server '{0}' disconnected.", gs.Name);
            if (!GameServers.ContainsKey(gs.Index))
            {
                ConsoleUtils.ShowError("Failed to remove Game-Server from server list, invalid index {0}", gs.Index);
                return;
            }

            GameServers.Remove(gs.Index);
            gs.NetData.ClSocket.Close();
        }