Esempio n. 1
0
        /// <summary>
        /// Method that is performed when a new user is added.
        /// </summary>
        /// <param name="sender">The object that sent this message</param>
        /// <param name="user">The user that needs to be added</param>
        private void listener_userAdded(object sender, Client user)
        {
            connectedClients++;

            //Send a message to every other client notifying them on a new client, if the setting is set to True
            if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsAdded)
            {
                writeStream.Position = 0;

                //Write in the form {Protocol}{User_ID}{User_IP}
                writer.Write(Properties.Settings.Default.NewPlayerByteProtocol);
                writer.Write(user.id);
                writer.Write(user.IP);

                SendData(GetDataFromMemoryStream(writeStream), user);
            }

            //Set up the events
            user.DataReceived     += new DataReceivedEvent(user_DataReceived);
            user.UserDisconnected += new ConnectionEvent(user_UserDisconnected);

            //Print the new player message to the server window.
            Console.WriteLine(user.ToString() + " connected\tConnected Clients:  " + connectedClients + "\n");

            //Add to the client array
            client[user.id] = user;
        }
Esempio n. 2
0
        /// <summary>
        /// Method that is performed when a new user is disconnected.
        /// </summary>
        /// <param name="sender">The object that sent this message</param>
        /// <param name="user">The user that needs to be disconnected</param>
        private void user_UserDisconnected(object sender, Client user)
        {
            connectedClients--;

            //Send a message to every other client notifying them on a removed client, if the setting is set to True
            if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsRemoved)
            {
                writeStream.Position = 0;

                //Write in the form {Protocol}{User_ID}{User_IP}
                writer.Write(Properties.Settings.Default.DisconnectedPlayerByteProtocol);
                writer.Write(user.id);
                writer.Write(user.IP);

                SendData(GetDataFromMemoryStream(writeStream), user);
            }

            //Print the removed player message to the server window.
            Console.WriteLine(user.ToString() + " disconnected\tConnected Clients:  " + connectedClients + "\n");

            //Clear the array's index
            client[user.id] = null;
        }
Esempio n. 3
0
        /// <summary>
        /// Method that is performed when a new user is disconnected.
        /// </summary>
        /// <param name="sender">The object that sent this message</param>
        /// <param name="user">The user that needs to be disconnected</param>
        private void user_UserDisconnected(object sender, Client user)
        {
            connectedClients--;

            //Send a message to every other client notifying them on a removed client, if the setting is set to True
            if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsRemoved)
            {
                writeStream.Position = 0;

                //Write in the form {Protocol}{User_ID}{User_IP}
                writer.Write(Properties.Settings.Default.DisconnectedPlayerByteProtocol);
                writer.Write(user.id);
                writer.Write(user.IP);

                SendData(GetDataFromMemoryStream(writeStream), user);
            }

            //Print the removed player message to the server window.
            Console.WriteLine(user.ToString() + " disconnected\tConnected Clients:  " + connectedClients + "\n");

            //Clear the array's index
            client[user.id] = null;
        }
Esempio n. 4
0
        /// <summary>
        /// Method that is performed when a new user is added.
        /// </summary>
        /// <param name="sender">The object that sent this message</param>
        /// <param name="user">The user that needs to be added</param>
        private void listener_userAdded(object sender, Client user)
        {
            connectedClients++;

            //Send a message to every other client notifying them on a new client, if the setting is set to True
            if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsAdded)
            {
                writeStream.Position = 0;

                //Write in the form {Protocol}{User_ID}{User_IP}
                writer.Write(Properties.Settings.Default.NewPlayerByteProtocol);
                writer.Write(user.id);
                writer.Write(user.IP);

                SendData(GetDataFromMemoryStream(writeStream), user);
            }

            //Set up the events
            user.DataReceived += new DataReceivedEvent(user_DataReceived);
            user.UserDisconnected += new ConnectionEvent(user_UserDisconnected);

            //Print the new player message to the server window.
            Console.WriteLine(user.ToString() + " connected\tConnected Clients:  " + connectedClients + "\n");

            //Add to the client array
            client[user.id] = user;
        }