/// <summary>
        /// Keep receiving incoming packets.
        /// </summary>

        void Update()
        {
            Buffer buffer;
            bool   changed = false;
            long   time    = System.DateTime.UtcNow.Ticks / 10000;

            // Automatically try to connect and reconnect if not connected
            if (mRemoteAddress != null && mTcp.stage == TcpProtocol.Stage.NotConnected && mNextConnect < time)
            {
                mNextConnect = time + 5000;
                mTcp.Connect(mRemoteAddress);
            }

            // TCP-based lobby
            while (mTcp.ReceivePacket(out buffer))
            {
                if (buffer.size > 0)
                {
                    try
                    {
                        BinaryReader reader   = buffer.BeginReading();
                        Packet       response = (Packet)reader.ReadByte();

                        if (response == Packet.ResponseID)
                        {
                            if (mTcp.VerifyResponseID(response, reader))
                            {
                                isActive = true;

                                // Request the server list -- with TCP this only needs to be done once
                                mTcp.BeginSend(Packet.RequestServerList).Write(GameServer.gameID);
                                mTcp.EndSend();
                            }
                        }
                        else if (response == Packet.Disconnect)
                        {
                            knownServers.Clear();
                            isActive    = false;
                            changed     = true;
                            errorString = "";
                        }
                        else if (response == Packet.ResponseServerList)
                        {
                            lock (knownServers.list) knownServers.list.Clear();
                            knownServers.ReadFrom(reader, time);
                            changed     = true;
                            errorString = "";
                        }
                        else if (response == Packet.Error)
                        {
                            errorString = reader.ReadString();
                            Debug.LogWarning(errorString);
                            changed = true;
                        }
                    }
                    catch (System.Exception ex)
                    {
                        errorString = ex.Message;
                        Debug.LogWarning(ex.Message);
                        mTcp.Close(false);
                    }
                }
                buffer.Recycle();
            }

            // Trigger the listener callback
            if (changed && onChange != null)
            {
                onChange();
            }
        }
Esempio n. 2
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        /// <summary>
        /// Send periodic updates.
        /// </summary>

        void ThreadFunction()
        {
            mInternal = new IPEndPoint(Tools.localAddress, mGameServer.tcpPort);
            mExternal = new IPEndPoint(Tools.externalAddress, mGameServer.tcpPort);

            for (; ;)
            {
                long time = DateTime.UtcNow.Ticks / 10000;

                if (mShutdown)
                {
                    mTcp.Disconnect();
                    mThread = null;
                    break;
                }

                Buffer buffer;

                // Try to establish a connection
                if (mGameServer != null && !mTcp.isConnected && mNextConnect < time)
                {
                    mNextConnect = time + 15000;
                    mTcp.Connect(mRemoteAddress);
                }

                while (mTcp.ReceivePacket(out buffer))
                {
                    BinaryReader reader   = buffer.BeginReading();
                    Packet       response = (Packet)reader.ReadByte();

                    if (mTcp.stage == TcpProtocol.Stage.Verifying)
                    {
                        if (mTcp.VerifyResponseID(response, reader))
                        {
                            mTimeDifference = reader.ReadInt64() - (System.DateTime.UtcNow.Ticks / 10000);
                            mWasConnected   = true;
                        }
                        else
                        {
#if STANDALONE
                            Console.WriteLine("TcpLobbyLink: Protocol version mismatch");
#endif
                            mThread = null;
                            return;
                        }
                    }
                    else if (response == Packet.Error)
                    {
                        // Automatically try to re-establish a connection on disconnect
                        mNextConnect = mWasConnected ? 0 : time + 30000;
#if STANDALONE
                        Console.WriteLine("TcpLobbyLink: " + reader.ReadString());
#endif
                    }
#if STANDALONE
                    else
                    {
                        Console.WriteLine("TcpLobbyLink can't handle this packet: " + response);
                    }
#endif
                    buffer.Recycle();
                }

                if (mGameServer != null && mTcp.isConnected)
                {
                    BinaryWriter writer = mTcp.BeginSend(Packet.RequestAddServer);
                    writer.Write(GameServer.gameID);
                    writer.Write(mGameServer.name);
                    writer.Write((short)mGameServer.playerCount);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    mTcp.EndSend();
                    mGameServer = null;
                }
                Thread.Sleep(10);
            }
        }