Esempio n. 1
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 public void SendMeClicking()
 {
     DeveOutgoingMessage outje = new DeveOutgoingMessage();
     outje.WriteInt32((int)ServerReceiveMessageType.NewButtonState); //Identifier for command message
     outje.WriteString(stringtosend);
     outje.WriteString(pressed.ToString());
     game.SendMessage(outje);
 }
Esempio n. 2
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        public void CreateSocket()
        {
            IPAddress ipAddress = IPAddress.Parse("192.168.2.15");
            int port = 1337;

            // create endpoint var ipAddress = IPAddress.Parse(host);
            endpoint = new IPEndPoint(ipAddress, port);

            // create event args
            var args = new SocketAsyncEventArgs();
            args.RemoteEndPoint = endpoint;
            args.Completed += new EventHandler<SocketAsyncEventArgs>(args_Completed);
            DeveOutgoingMessage dom = new DeveOutgoingMessage(DeveMessageType.Data);
            dom.WriteInt32((int)ServerReceiveMessageType.LoginMessageControlClient);
            byte[] buffer = dom.GetBytes();
            args.SetBuffer(buffer, 0, buffer.Length);

            // create a new socket
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            socket.NoDelay = true;

            // connect socket
            bool completesAsynchronously = socket.ConnectAsync(args);
        }
Esempio n. 3
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        public void SendMessage(DeveOutgoingMessage dom)
        {
            if (socket.Connected)
            {
                // create event args
                var args = new SocketAsyncEventArgs();
                args.RemoteEndPoint = endpoint;
                args.Completed += new EventHandler<SocketAsyncEventArgs>(argsSend_Completed);
                //DeveOutgoingMessage dom = new DeveOutgoingMessage(DeveMessageType.Data);
                //dom.WriteInt32(1);
                //dom.WriteString(direction);
                byte[] buffer = dom.GetBytes();
                args.SetBuffer(buffer, 0, buffer.Length);

                // connect socket
                bool completesAsynchronously = socket.SendAsync(args);

                // check if the completed event will be raised.
                // if not, invoke the handler manually.
                if (!completesAsynchronously)
                {
                    args_Completed(socket, args);
                }
            }
        }