public BattleServer(int serverId, string ip, int port, string loginKey) { m_serverId = serverId; m_ip = ip; m_port = port; m_server = new FightServerConnector(this, ip, port, loginKey); m_rooms = new Dictionary <int, BaseRoom>(); m_server.Disconnected += new Game.Base.ClientEventHandle(m_server_Disconnected); m_server.Connected += new Game.Base.ClientEventHandle(m_server_Connected); }
public BattleServer(int serverId, string ip, int port, string loginKey) { m_serverId = serverId; m_ip = ip; m_port = port; m_server = new FightServerConnector(this, ip, port, loginKey); m_rooms = new Dictionary<int, BaseRoom>(); m_server.Disconnected += new Game.Base.ClientEventHandle(m_server_Disconnected); m_server.Connected += new Game.Base.ClientEventHandle(m_server_Connected); }
public BattleServer(int serverId, string ip, int port, string loginKey, bool isOpen, bool IsArea) { this.m_serverId = serverId; this.m_ip = ip; this.m_port = port; this.m_loginKey = loginKey; this.IsOpen = isOpen; this.IsArea = IsArea; this.m_server = new FightServerConnector(this, ip, port, loginKey); this.m_rooms = new Dictionary <int, BaseRoom>(); this.m_server.Disconnected += new ClientEventHandle(this.m_server_Disconnected); this.m_server.Connected += new ClientEventHandle(this.m_server_Connected); }
public ProxyGame(int id,FightServerConnector fightServer,eRoomType roomType, eGameType gameType,int timeType) : base(id,roomType,gameType,timeType) { m_fightingServer = fightServer; m_fightingServer.Disconnected += new Game.Base.ClientEventHandle(m_fightingServer_Disconnected); }
public ProxyGame(int id, FightServerConnector fightServer, eRoomType roomType, eGameType gameType, int timeType) : base(id, roomType, gameType, timeType) { this.m_fightingServer = fightServer; this.m_fightingServer.Disconnected += new ClientEventHandle(this.m_fightingServer_Disconnected); }