public MainServerLogicForMainServer() { var localEp = new System.Net.IPEndPoint(System.Net.IPAddress.Any, 1500); var myUdpClient = new System.Net.Sockets.UdpClient(localEp); myUdpClient.Client.ReceiveTimeout = 1000; this._serverComManager = new ComManager.ServerComManager(myUdpClient); _cancellationTokenSource = new System.Threading.CancellationTokenSource(); GameCom.ServerMessenger.ReceivedDataLog += ServerMessenger_ReceivedDataLog; _serverComManager.SocketEventInfo += _serverComManager_SocketEventInfo;; _serverComManager.NewGameServerConnected += _serverComManager_NewGameServerConnected; _serverComManager.ReceivedDataLog += ServerMessenger_ReceivedDataLog; }
public PlayerLogicForGameServer(int listenPort) { AddGames();//TODO: for debug var localEp = new System.Net.IPEndPoint(System.Net.IPAddress.Any, listenPort); var myUdpClient = new System.Net.Sockets.UdpClient(localEp); myUdpClient.Client.ReceiveTimeout = 1000; this._serverComManager = new ComManager.ServerComManager(myUdpClient); this._serverComManager.SocketEventInfo += _serverComManager_SocketEventInfo;; _cancellationTokenSource = new System.Threading.CancellationTokenSource(); _clientMessenger = new GameCom.ClientMessenger(myUdpClient, _cancellationTokenSource.Token); _clientMessenger.SocketEventInfo += _serverComManager_SocketEventInfo; _clientMessenger.HandleRecievedMessage += HandleRecievedMessage; _serverComManager.ReceivedDataLog += _serverComManager_ReceivedDataLog; _serverComManager.SocketEventInfo += _serverComManager_SocketEventInfo1; }