private void onConnected(IAsyncResult ar) { if (this.tcpClient.Connected) { GoWorldLogger.Info(this.ToString(), "Connected " + this.tcpClient.Connected); } else { GoWorldLogger.Warn(this.ToString(), "Connect Failed!"); this.disconnectTCPClient(); } }
private void assureTCPClientConnected() { if (this.tcpClient != null) { if (!this.tcpClient.Connected) { this.checkConnectTimeout(); } return; } // no tcpClient == not connecting, start new connection ... GoWorldLogger.Info(this.ToString(), "Connecting ..."); this.tcpClient = new TcpClient(AddressFamily.InterNetwork); this.tcpClient.NoDelay = true; this.tcpClient.SendTimeout = 5000; this.tcpClient.ReceiveBufferSize = Proto.MAX_PAYLOAD_LEN + Proto.SIZE_FIELD_SIZE; this.startConnectTime = DateTime.Now; this.packetReceiver = new PacketReceiver(this.tcpClient); this.tcpClient.Connect(this.Host, this.Port); this.tcpClient.Client.Blocking = false; //this.tcpClient.BeginConnect(this.Host, this.Port, this.onConnected, null); // TODO: BeginConnect fail in Unity3D this.onConnected(null); }