private void GameServerCycleCompleted(object sender, GameNetworkListenerProcessEventArgs e) { RefreshLogMessages(e.LogMessages); RefreshPlayerList(e.PlayerList); }
private void RaiseOnProcessingCycleCompleteEvent() { if (OnProcessingCycleComplete != null) { GameNetworkListenerProcessEventArgs e = new GameNetworkListenerProcessEventArgs { PlayerList = Model.ConnectedUsernames, LogMessages = Model.LogMessages }; OnProcessingCycleComplete(this, e); } }
private void ProcessGameServer(object sender, EventArgs e) { if (ViewModel.ServerStatus == ServerStatusEnum.Running) { if (OnProcessingCycleStart != null) { // Send data from server application to game network thread. GameNetworkListenerProcessEventArgs updatedDataEventArgs = new GameNetworkListenerProcessEventArgs { ServerIPAddress = ViewModel.ServerIPAddress, ServerPort = ViewModel.ServerSettings.PortNumber, BanUserList = ViewModel.ServerSettings.BannedUserAccounts.ToList(), BootUserList = ViewModel.QueuedBootUserList, ServerMessage = ViewModel.ServerMessage, ServerAnnouncement = ViewModel.ServerSettings.Announcement, ServerName = ViewModel.ServerSettings.Name, }; OnProcessingCycleStart(this, updatedDataEventArgs); } GameServerListener.Process(); } }
public void ProcessCycleBegin(object sender, GameNetworkListenerProcessEventArgs e) { Model.ServerIPAddress = e.ServerIPAddress; Model.ServerPort = e.ServerPort; Model.BannedUsersList = e.BanUserList; Model.QueuedBootUsersList = e.BootUserList; Model.QueuedServerMessage = e.ServerMessage; Model.ServerName = e.ServerName; Model.ServerAnnouncement = e.ServerAnnouncement; }