private void authorize_Req(object sender, UdpPacket packet) { NetworkPacketHeader header = (NetworkPacketHeader)packet.Reader.ReadInt16(); if(header == NetworkPacketHeader.LobbyAuthorize) { long guid = packet.Reader.ReadInt64(); string username = packet.Reader.ReadString(); string layerName = packet.Reader.ReadString(); NetworkLayerStatus sts = (NetworkLayerStatus)packet.Reader.ReadInt16(); IPAddress ip = new IPAddress(packet.Reader.ReadBytes(16)); int port = packet.Reader.ReadInt32(); // // Perform a check if the player can be connected. // if (Clients.Count < Clients.Capacity) { LobbyPlayer pl = new LobbyPlayer(username, guid, new IPEndPoint(ip, port)); Clients.Add(pl); Log.Info(string.Format("{0}: Player with GUID {1}; \"{2}\" has been connected.", new object[] { GUID, guid, username })); // Send the ack back to the user.. packet.Writer.Write((short)NetworkPacketHeader.LobbyAuthorizeResponse); packet.Writer.Write((short)NetworkResult.Success); } else { packet.Writer.Write((short)NetworkPacketHeader.LobbyAuthorizeResponse); packet.Writer.Write((short)NetworkResult.LobbyFull); } packet.Writer.Flush(); packet.Send(); } packet.Reset(); }
private void end_handshake(object sender, UdpPacket packet) { lock(packet) { packet.Send(Encoding.ASCII.GetBytes("HNDF"), packet.Destination); } //packet.Reset(); }
private void connect_Request(object sender, UdpPacket packet) { lock(packet) { NetworkPacketHeader header = (NetworkPacketHeader)packet.Reader.ReadInt16(); if (header == NetworkPacketHeader.MasterAuthorize) { long guid = packet.Reader.ReadInt64(); packet.Writer.Write((short)NetworkPacketHeader.MasterAuthorizeResponse); if (IsBanned(guid)) { packet.Writer.Write((short)NetworkResult.PlayerBanned); } else packet.Writer.Write((short)NetworkResult.Success); packet.Writer.Flush(); packet.Send(); // Send it back to the client. } } }