public GameServer(IGameTransport transport, IMonotonicClock clock) { this.transport = transport; this.clock = clock; MaxTollerableMalus = 3; clientsTable = new Dictionary <EndPoint, GameClient>(); gameobjectsTable = new Dictionary <uint, GameObject>(); clientsToRemove = new List <EndPoint>(); /* DATI DEI COMANDI: * Join: 0; * Welcome : 1, ObjType, Id, X, Y, Z; * Spawn : 2, ObjType, Id, X, Y, Z; * Update : 3, Id, X, Y, Z; * Ack : 255, Id; */ commandsTable = new Dictionary <byte, GameCommand>(); commandsTable[0] = Join; commandsTable[3] = Update; commandsTable[255] = Ack; }
public GameServer(IGameTransport transport, EndPoint serverEndPoint) { this.transport = transport; currentEndPoint = serverEndPoint; data = new byte[4096]; }
public MvsAServer(IGameTransport transport, EndPoint serverEndPoint, int minPacketSize, int maxRoomSize, int maxRoomNumber) : base(transport, serverEndPoint) { rooms = new List <Room>(); usersInRooms = new Dictionary <EndPoint, int>(); this.maxRoomSize = maxRoomSize; this.maxRoomNumber = maxRoomNumber; this.minPacketSize = minPacketSize; }
public GameServer(IGameTransport gameTransport) { transport = gameTransport; clientsTable = new Dictionary <EndPoint, GameClient>(); commandsTable = new Dictionary <byte, GameCommand>(); commandsTable[0] = Add; commandsTable[1] = Sub; commandsTable[2] = Moltiplier; commandsTable[3] = Divider; }
public GameServer(IGameTransport gameTransport, IMonotonicClock clock) { transport = gameTransport; this.clock = clock; clientsTable = new Dictionary <EndPoint, GameClient>(); gameObjectsTable = new Dictionary <uint, GameObject>(); commandsTable = new Dictionary <byte, GameCommand>(); commandsTable[0] = Join; commandsTable[3] = Update; commandsTable[255] = Ack; }
public GameServer(IGameTransport gameTransport, IMonotonicClock clock) { this.transport = gameTransport; this.clock = clock; clientsTable = new Dictionary <EndPoint, GameClient>(); commandsTable = new Dictionary <byte, GameCommand>(); commandsTable[0] = ReverseString; commandsTable[1] = Add; commandsTable[2] = Subtract; commandsTable[3] = Multiply; commandsTable[4] = Divide; }
public GameServer(IGameTransport transport, IMonotonicClock clock) { clientsTab = new Dictionary <EndPoint, GameClient>(); gameObjectsTab = new Dictionary <uint, GameObject>(); commandsTab = new Dictionary <byte, GameCommand>(); commandsTab[0] = Join; commandsTab[3] = Update; commandsTab[7] = Exit; commandsTab[255] = Ack; serverClock = clock; this.transport = transport; }
public GameServer(IGameTransport gameTransport, IMonotonicClock clock) { Rooms = new List <Room>(); transport = gameTransport; this.clock = clock; clientsTable = new Dictionary <EndPoint, GameClient>(); commandsTable = new Dictionary <byte, GameCommand>(); gameObjectToDelete = new Dictionary <uint, GameObject>(); GameObject.gameObjectCounter = 0; commandsTable[0] = Join; //welcome [1] //spawn[2] commandsTable[3] = Update; //commandsTable[5] = JoinRoom; //commandsTable[6] = SpawnAsteroids; //commandsTable[7] = UpdateAsteroids; commandsTable[8] = Ready; //commandsTable[9] = DestroyAsteroid; //commandsTable[10] = SpaceShipCollision; commandsTable[253] = StatusServer; // commandsTable[255] = Ack; }
public GameServer(IGameTransport transport, IMonotonicClock clock) { serverTransport = transport; serverClock = clock; clientsTable = new Dictionary <EndPoint, GameClient>(); serverRooms = new Dictionary <uint, ServerRoom>(); commandsTable = new Dictionary <byte, GameCommand>(); commandsTable[0] = Join; // commandsTable[1] = Welcome; commandsTable[2] = Spawn; // commandsTable[3] = Update; commandsTable[4] = Ready; //commandsTable[5] = GameStart; //commandsTable[6] = UIStart; commandsTable[7] = TurnCreation; commandsTable[8] = SetTurnParameter; //commandsTable[9] = ProcessTurn; commandsTable[10] = EndTurn; commandsTable[254] = StatusServer; }
public static void Init(IGameTransport gameTransport) { transport = gameTransport; }