public GameClient(GameServer svr,byte[] read,byte[] send) : base(read,send) { Lottery = -1; tempData = string.Empty; m_pingTime = DateTime.Now.Ticks; _srvr = svr; m_player = null; Encryted = true; AsyncPostSend = true; }
public Session(NetConnection connection, GameServer server, string username) { this.connection = connection; this.server = server; this.username = username; handler.OnUpdatePlayerState += HandleUpdatePlayerStateMessage; handler.OnChatTalk += HandleChatTalkMessage; player = server.World.AddPlayer(); SendMessageOrdered(new ChatTalkMessage("Welcome to the servers, press right ctrl to chat !")); SendMessageOrdered(new ChatTalkMessage("Type /help to see a list of available commands.")); }
public static void CreateInstance(GameServerConfig config) { //Only one intance if (m_instance != null) return; // 加载配置文件 FileInfo logConfig = new FileInfo(config.LogConfigFile); if (!logConfig.Exists) { ResourceUtil.ExtractResource(logConfig.Name, logConfig.FullName,Assembly.GetAssembly(typeof(GameServer))); } //设置日志的配置 XmlConfigurator.ConfigureAndWatch(logConfig); m_instance = new GameServer(config); }
/// <summary> /// Constructor for a game client /// </summary> /// <param name="srvr">The server that's communicating with this client</param> public GameClient(GameServer svr,byte[] read,byte[] send) : base(read,send) { _srvr = svr; m_player = null; Encryted = true; AsyncPostSend = true; }
/// <summary> /// </summary> /// <param name="server"></param> /// <returns></returns> private static MasterServerClient CreateMasterServerClient(GameServer server) { Game = config.getGame(); return new MasterServerClient(server, config.getGUID()); }