public CommController( ICommsChannel commsChannel, IDataDecoder dataPckDecoder, ILogger localLogger, IAttachedQuadsCtrl attachedQuads, [Named("QuadRecvQueue")] IDataTransferQueue <IQuadRecvMsgQueue> recvQueue, [Named("QuadTransQueue")] IDataTransferQueue <IQuadTransQueueMsg> postQueue) { this.dataPckDecoder = dataPckDecoder; this.commsChannel = commsChannel; this.recvQueue = recvQueue; this.postQueue = postQueue; this.localLogger = localLogger; this.attachedQuads = attachedQuads; }
public SocketClient(String serverIp, String serverPorts, IDataDecoder decoder, IDataEncoder encoder) { _socketClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); // Set to no blocking _socketClient.Blocking = false; _socketClient.ReceiveBufferSize = DEFAULT_RECEIVE_SIZE; _socketClient.SendBufferSize = DEFAULT_SEND_SIZE; _socketClient.ReceiveTimeout = 30000; _socketClient.SendTimeout = 30000; _recMsgs = new Queue <object> (); _msgCopy = new Queue <object> (); _decoder = decoder; _encoder = encoder; this.InitIpAddressArry(serverIp, serverPorts); _recMsgBuf = new ByteBuffer(MessageConfig.BUFFER_SIZE); // Unity Network Security m_bSecurityPolicy = false; }
public ConnectionChecker(IDataDecoder dataDecoder) { _dataDecoder = dataDecoder; }