IPacketSend socket; // TODO: multiple connections. #region Construction public TestGameServerController(string gatewayRemoteAddr, ushort gatewayPort, Int64 appId) { SocketWrapper sock = new SocketWrapper("localhost", 11004); applicationId = appId; playerIds = new List <PlayerState>(); sock.OnPacketsReceived += Sock_OnPacketsReceived; sock.OnConnect += Sock_OnConnect; sock.OnDisconnect += Sock_OnDisconnect; socket = sock; socket.Connect(); }
//------------------------------------------------------------------ public LoginServerProxy(SocketWrapperSettings loginServerToConnectTo) { newConnections = new List <PlayerConnectionState>(); limboConnections = new List <PlayerConnectionState>(); loggedInPlayers = new List <PlayerConnectionState>(); invalidPlayers = new List <PlayerConnectionState>(); unprocessedLoginServerResponses = new List <BasePacket>(); isConnectedToRealLogin = loginServerToConnectTo != null; if (isConnectedToRealLogin == true) { loginServerSocket = new SocketWrapper(loginServerToConnectTo); loginServerSocket.OnPacketsReceived += LoginServerSocket_OnPacketsReceived; loginServerSocket.Connect(); } configuredSleep = NetworkConstants.LoginProxyFPS; }
public void ConnectClient() { socket.Connect(); }