public Server() { // Set up network items var listener = new EventBasedNetListener(); _netServer = new LiteNetLib.NetManager(listener, "Cities: Skylines Multiplayer"); // Listen to events listener.NetworkReceiveEvent += ListenerOnNetworkReceiveEvent; listener.NetworkErrorEvent += ListenerOnNetworkErrorEvent; listener.PeerDisconnectedEvent += ListenerOnPeerDisconnectedEvent; listener.NetworkLatencyUpdateEvent += ListenerOnNetworkLatencyUpdateEvent; }
public Client() { // Set up network items var listener = new EventBasedNetListener(); _netClient = new LiteNetLib.NetManager(listener); // Listen to events listener.NetworkReceiveEvent += ListenerOnNetworkReceiveEvent; listener.NetworkErrorEvent += ListenerOnNetworkErrorEvent; listener.PeerConnectedEvent += ListenerOnPeerConnectedEvent; listener.PeerDisconnectedEvent += ListenerOnPeerDisconnectedEvent; }
public Server() { // Set up network items var listener = new EventBasedNetListener(); _netServer = new LiteNetLib.NetManager(listener); // Listen to events listener.NetworkReceiveEvent += ListenerOnNetworkReceiveEvent; listener.NetworkErrorEvent += ListenerOnNetworkErrorEvent; listener.PeerDisconnectedEvent += ListenerOnPeerDisconnectedEvent; listener.NetworkLatencyUpdateEvent += ListenerOnNetworkLatencyUpdateEvent; listener.ConnectionRequestEvent += ListenerOnConnectionRequestEvent; }
static int get_mClient(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); FirClient.Manager.NetworkManager obj = (FirClient.Manager.NetworkManager)o; LiteNetLib.NetManager ret = obj.mClient; ToLua.PushSealed(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index mClient on a nil value")); } }
public Server() { // Set up network items var listener = new EventBasedNetListener(); NetServer = new LiteNetLib.NetManager(listener, "Tango"); // Listen to events listener.NetworkReceiveEvent += ListenerOnNetworkReceiveEvent; listener.NetworkErrorEvent += ListenerOnNetworkErrorEvent; // Setup timer _pingTimer = new System.Timers.Timer(); _pingTimer.Elapsed += OnPing; _pingTimer.Interval = 100; _pingTimer.Start(); }
internal NatPunchModule(NetManager netBase) { _netBase = netBase; _requestEvents = new Queue <RequestEventData>(); _successEvents = new Queue <SuccessEventData>(); }
public NetSocket(NetManager listener) { _listener = listener; }