/// <summary> /// Sends the specified packets data to the client, and releases the resources /// </summary> /// <param name="Packet"></param> protected void ReplyAsync(GamespyUdpPacket Packet) { // If we are shutting down, dont receive again if (!IsRunning) { return; } Listener.SendToAsync(Packet.AsyncEventArgs); }
/// <summary> /// When a new connection is established, the parent class is responsible for /// processing the connected client /// </summary> /// <param name="Stream">A GamespyTcpStream object that wraps the I/O AsyncEventArgs and socket</param> protected abstract void ProcessAccept(GamespyUdpPacket Packet);