コード例 #1
0
 /// <summary>
 /// Enqueues incoming data to the correct NetworkingClient.
 /// </summary>
 /// <param name="component">NetworkingComponent.</param>
 /// <param name="msg">Incoming message.</param>
 private void HandleData(
     NetworkingComponent component, NetIncomingMessage msg
     )
 {
     component.Connections[msg.SenderConnection]
     .IncomingMessageQueue.Enqueue(msg);
 }
コード例 #2
0
        /// <summary>
        /// Update the networking component.
        /// </summary>
        /// <param name="component">NetworkingComponent.</param>
        /// <param name="gameTime">Game frame interval.</param>
        protected override void UpdateComponent(
            IComponent component, TimeSpan gameTime
            )
        {
            NetworkingComponent netComponent = (NetworkingComponent)component;

            // Read incoming messages
            List <NetIncomingMessage> messages = new List <NetIncomingMessage>();

            netComponent.NetServer.ReadMessages(messages);

            // Iterate through all received messages
            foreach (NetIncomingMessage msg in messages)
            {
                switch (msg.MessageType)
                {
                // Attempt to approve incoming connection
                case NetIncomingMessageType.ConnectionApproval:
                    HandleIncomingConnection(netComponent, msg);
                    break;

                // Handle incoming data, expecting ClientIsReady packet.
                case NetIncomingMessageType.Data:
                    HandleData(netComponent, msg);
                    break;

                // Handle incoming disconnection
                case NetIncomingMessageType.StatusChanged:
                    HandleStatusChange(netComponent, msg);
                    break;
                }
            }
        }
コード例 #3
0
 /// <summary>
 /// Denies an incoming connection.
 /// </summary>
 /// <param name="component">NetworkingComponent.</param>
 /// <param name="msg">Incoming message.</param>
 private void DenyIncomingConnection(
     NetworkingComponent component, NetIncomingMessage msg
     )
 {
     Trace.WriteLine("Client denied.");
     msg.SenderConnection.Deny();
 }
コード例 #4
0
        /// <summary>
        /// Approves, and starts a connecting client.
        /// </summary>
        /// <param name="component">NetworkingComponent.</param>
        /// <param name="msg">Incoming message.</param>
        private void ApproveIncomingConnection(
            NetworkingComponent component, int token,
            NetIncomingMessage msg, bool cleanup = false
            )
        {
            Trace.WriteLine("Client approved.");
            component.ConnectedClients++;

            if (cleanup)
            {
                // To do
                throw (new NotImplementedException());
            }
            else
            {
                // Create new player entity
                PlayerEntity player =
                    new PlayerEntity(component.Tokens[token]);

                // Set new player client component
                component.Clients.Add(token, player.Client);
                component.Connections.Add(msg.SenderConnection, player.Client);
                component.Clients[token].NetPeer       = msg.SenderConnection.Peer;
                component.Clients[token].NetConnection = msg.SenderConnection;
            }

            // Send approval
            msg.SenderConnection.Approve();
        }
コード例 #5
0
        /// <summary>
        /// Reads an incoming message, and determines whether we can approve
        /// the new connection.
        /// </summary>
        /// <param name="msg">Incoming message.</param>
        private void HandleIncomingConnection(
            NetworkingComponent component, NetIncomingMessage msg
            )
        {
            Trace.WriteLine("Incoming Connection.");
            Trace.Indent();

            int token = msg.ReadInt32();

            // Try find token in Tokens
            if (component.Clients.ContainsKey(token))
            {
                // Client is already connected, check if active
                if (component.Clients[token].Active)
                {
                    DenyIncomingConnection(component, msg);
                }
                else
                {
                    // Todo: Clean up old client first.
                    ApproveIncomingConnection(component, token, msg, true);
                }
            }
            else if (component.Tokens.ContainsKey(token))
            {
                ApproveIncomingConnection(component, token, msg);
            }
            else
            {
                DenyIncomingConnection(component, msg);
            }

            Trace.Unindent();
            Trace.WriteLine("End Connection.");
        }
コード例 #6
0
        /// <summary>
        /// Shutdown the net server when the component is unregistered.
        /// </summary>
        /// <param name="id">Id of entity.</param>
        public override void UnregisterComponent(int id)
        {
            NetworkingComponent component =
                (NetworkingComponent)Components[id];

            base.UnregisterComponent(id);

            component.NetServer.Shutdown("0");
        }
コード例 #7
0
        /// <summary>
        /// Handles a change in status from a client. This may indicate
        /// a disconnection.
        /// </summary>
        /// <param name="component">NetworkingComponent.</param>
        /// <param name="msg">Message to process.</param>
        private void HandleStatusChange(
            NetworkingComponent component, NetIncomingMessage msg
            )
        {
            switch (msg.SenderConnection.Status)
            {
            case NetConnectionStatus.Disconnected:
                Trace.WriteLine("Client disconnected.");

                NetworkingClientComponent client =
                    component.Connections[msg.SenderConnection];

                client.Active = false;
                component.ConnectedClients--;

                // Unregister player from team, and unregister components.
                client.Entity.Team.Team.UnregisterPlayer(client.Entity);
                client.Entity.Destroy();
                client.Entity = null;
                break;
            }
        }