Esempio n. 1
0
        /* here when we receive a udp message the server will split its contents and depending on the contents it will assign
         * the values in the message to the players stored in a data dictionary
         * also it reads the message sent
         */

        public static void ReceiveUDPCallBack(IAsyncResult ar)
        {
            UdpClient  u     = (UdpClient)((UdpState)(ar.AsyncState)).u;
            IPEndPoint e     = (IPEndPoint)((UdpState)(ar.AsyncState)).e;
            UdpState   state = new UdpState();

            state.e = e;
            state.u = u;

            Byte[] receiveBytes  = u.EndReceive(ar, ref e);
            string receiveString = Encoding.ASCII.GetString(receiveBytes);


            Console.WriteLine("Received UDP : {0}", receiveString);

            if (receiveString.IndexOf(":") > -1)
            {
                char     seperator = ':';
                string[] strings   = receiveString.Split(seperator);
                if (strings[1] == "MOVE")
                {
                    foreach (KeyValuePair <int, Player> entry in Players)
                    {
                        if (strings[0] == entry.Value.playerName)
                        {
                            //float posx = float.Parse();
                            entry.Value.endpoint   = e;
                            entry.Value.playerPosX = strings[2];
                            entry.Value.playerPosY = strings[3];
                            entry.Value.playerLap  = strings[4];
                            entry.Value.rotation   = strings[5];
                        }
                    }
                }
                if (strings[0] == "RESET")
                {
                    foreach (KeyValuePair <int, Player> entry in Players)
                    {
                    }
                }
                // send the positionbroadcasts to everyone in the game so they know of everyone in the server
                foreach (KeyValuePair <int, Player> entry in Players)
                {
                    //Echo the data back to the client.
                    if (entry.Value.endpoint != null)
                    {
                        UdpSendMessage(entry.Value.endpoint, receiveString);
                        //Send(handler, content);
                    }
                }


                messageReceived = true;
                u.BeginReceive(new AsyncCallback(ReceiveUDPCallBack), state);
            }
        }
Esempio n. 2
0
        public static void UDP_ReceiveMessages()
        {
            // Receive a message and write it to the console.
            IPEndPoint e = new IPEndPoint(IPAddress.Any, UDP_localPort);

            UdpClient u = new UdpClient(e);
            UdpState  s = new UdpState();

            u.EnableBroadcast = true;

            s.e = e;
            s.u = u;

            Console.WriteLine("listening for messages");
            u.BeginReceive(new AsyncCallback(UDP_ReceiveCallback), s);
        }
Esempio n. 3
0
        public static void UDPReceiveMessages()
        {
            IPEndPoint e = new IPEndPoint(IPAddress.Any, 10000);
            UdpClient  u = new UdpClient(e);

            UdpState s = new UdpState();

            s.e = e;
            s.u = u;



            Console.WriteLine("Listening for messages");
            u.BeginReceive(new AsyncCallback(ReceiveUDPCallBack), s);

            while (!messageReceived)
            {
            }
        }