public override void OnOpen() { //��UDP�˿ڣ��ȴ����ݴ��� this.updServer = UDPServer.getUDPServer(Program.GPS_UDP_Port); updServer.evtReceived += new OnReceiveString(updServer_evtReceived); updServer.startUDPListening(); GPS = new NmeaInterpreter(); GPS.PositionReceived += new NmeaInterpreter.PositionReceivedEventHandler(GPS_PositionReceived); }
public static UDPServer getUDPServer(int port) { UDPServer server = null; if (!UDPServerList.ContainsKey(port)) { server = new UDPServer(port); UDPServer.UDPServerList.Add(port, server); } else { server = UDPServer.UDPServerList[port]; } return server; }
public void setDevice(ModuleCommand.command cmd, Action<ModuleCommand.command> callback) { myCallBack = callback; myCommand = cmd; rfid_helper = new TDJ_RFIDHelper(); //打开UDP端口,等待数据传入 this.updServer = UDPServer.getUDPServer(Program.UHF_UDP_Port); updServer.evtReceived += new OnReceiveString(updServer_evtReceived); updServer.startUDPListening(); Debug.WriteLine(string.Format("***** UHFDevice onListening... ")); }
public void setDevice(ModuleCommand.command cmd, Action<ModuleCommand.command> callback) { myCallBack = callback; myCommand = cmd; //打开UDP端口,等待数据传入 this.updServer = UDPServer.getUDPServer(Program.GPS_UDP_Port); updServer.evtReceived += new OnReceiveString(updServer_evtReceived); updServer.startUDPListening(); GPS = new NmeaInterpreter(); GPS.PositionReceived += new NmeaInterpreter.PositionReceivedEventHandler(GPS_PositionReceived); Debug.WriteLine(string.Format("***** GPSService onListening... ")); }
public UHFService(WebSocketServiceManager _manager, IWebSocketConnection socket) { services.register_service("uhf", this); this.ID = socket.ConnectionInfo.Id.ToString(); this._manager = _manager; this._websocket = socket; this._context = socket.ConnectionInfo; rfid_helper = new TDJ_RFIDHelper(); //��UDP�˿ڣ��ȴ����ݴ��� this.updServer = UDPServer.getUDPServer(Program.UHF_UDP_Port); updServer.evtReceived += new OnReceiveString(updServer_evtReceived); updServer.startUDPListening(); }
static void Main(string[] args) { GetIpList(); GetTcpPort(); UDPServer udpServer = new UDPServer(tcpPort); TCPServer tcpServer = new TCPServer(tcpPort, localIpListForTcp); //odpowiedz od klienta z komunikatem i nr portu udpServer.StartListening(); //Tworzenie socketow i watkow dla nasluchu TCP tcpServer.StartTCPListening(); udpServer.ListenThrad.Join(); }
/// <summary> /// The Validation. /// </summary> /// <param name="connectionType">The connectionType<see cref="string"/>.</param> /// <param name="port">The port<see cref="string"/>.</param> /// <returns>The <see cref="IWorker"/>.</returns> public IWorker Validation(string connectionType, string port) { int Port; bool isValidPort = Int32.TryParse(port, out Port); if (connectionType == "Udp") { var udpServer = new UDPServer(); if (isValidPort) { udpServer.Port = Port; } else { udpServer.Port = 80; } return(udpServer); } else if (connectionType == "Tcp") { var tcpServer = new TCPServer(); if (isValidPort) { tcpServer.Port = Port; } else { tcpServer.Port = 80; } return(tcpServer); } else { return(null); } }
/// <summary>Sends data to the client via UDP.</summary> /// <param name="_packet">The packet to send.</param> public void SendData(Packet _packet) { UDPServer.SendUDPData(endPoint, _packet); }
private void RegisterEvent(OutgoingGameEvent gameEvent, int receiverPlayerID) { byte[] message = gameEvent.GetSerialized(); UDPServer.GetInstance().SendMessageToPlayer(message, message.Length, receiverPlayerID); }
private void RegisterEvent(OutgoingGameEvent gameEvent) { byte[] message = gameEvent.GetSerialized(); UDPServer.GetInstance().SendMessageToAll(message, message.Length); }