private void Reject(TcpClient client, int clientId) { var stream = client.GetStream(); var dataType = new DataToSend { ClientState = ClientState.Rejected, GameData = _gameData }; // Serializing data to bytes byte[] data = dataType.Serialize(); // Sending data stream.Write(data, 0, data.Length); Log($"Data sent to id: {clientId}."); // Closing the connection stream.Close(); client.Close(); }
private void Accept(TcpClient client, int clientId) { var stream = client.GetStream(); // Adding new player to game data var player = new PlayerData("Michau", clientId); _gameData.AddPlayer(player); // Creating data to send var dataType = new DataToSend { GameData = _gameData, ClientId = clientId, ClientState = ClientState.Accepted }; for (int i = 0; i < 1000; i++) { // Changing data player.PositionX = i; player.PositionY = 1000 - i; // Serializing data to bytes var data = dataType.Serialize(); // Sending data stream.Write(data, 0, data.Length); Log($"Data sent to id: {clientId}."); Thread.Sleep(1000); } // Closing the connection stream.Close(); client.Close(); }