예제 #1
0
        /// <summary>
        /// Send the outgoing buffer.
        /// </summary>

        public void EndSend()
        {
            mBuffer.EndPacket();
            mTcp.SendTcpPacket(mBuffer);
            mBuffer.Recycle();
            mBuffer = null;
        }
예제 #2
0
        /// <summary>
        /// Send the outgoing buffer.
        /// </summary>

        public void EndSend()
        {
            if (mBuffer != null)
            {
                mBuffer.EndPacket();
                if (mCanSend)
                {
                    mTcp.SendTcpPacket(mBuffer);
                }
                mBuffer.Recycle();
                mBuffer = null;
            }
        }
예제 #3
0
        /// <summary>
        /// Send the outgoing buffer.
        /// </summary>

        public void EndSend(bool forced = false)
        {
            if (mBuffer != null)
            {
                mBuffer.EndPacket();
                if (isActive || forced)
                {
                    mTcp.SendTcpPacket(mBuffer);
                }
                mBuffer.Recycle();
                mBuffer = null;
            }
        }
예제 #4
0
        /// <summary>
        /// Thread that will be processing incoming data.
        /// </summary>
        void ThreadFunction()
        {
            for (; ; )
            {
            mTime = DateTime.Now.Ticks / 10000;

            // Accept incoming connections
            while (mListener != null && mListener.Pending())
            {
                TcpProtocol tc = new TcpProtocol();
                tc.data = (long)(-1);
                tc.StartReceiving(mListener.AcceptSocket());
                mTcp.Add(tc);
            }

            Buffer buffer = null;

            // Process incoming TCP packets
            for (int i = 0; i < mTcp.size; ++i)
            {
                TcpProtocol tc = mTcp[i];

                while (tc.ReceivePacket(out buffer))
                {
                    try
                    {
                        if (!ProcessPacket(buffer, tc))
                        {
                            RemoveServer(tc);
                            tc.Disconnect();
                        }
                    }
            #if STANDALONE
                    catch (System.Exception ex)
                    {
                        Console.WriteLine("ERROR: " + ex.Message);
                        RemoveServer(tc);
                        tc.Disconnect();
                    }
            #else
                    catch (System.Exception)
                    {
                        RemoveServer(tc);
                        tc.Disconnect();
                    }
            #endif
                    if (buffer != null)
                    {
                        buffer.Recycle();
                        buffer = null;
                    }
                }
            }

            // We only want to send instant updates if the number of players is under a specific threshold
            if (mTcp.size > instantUpdatesClientLimit) mInstantUpdates = false;

            // Send the server list to all connected clients
            for (int i = 0; i < mTcp.size; ++i)
            {
                TcpProtocol tc = mTcp[i];
                long customTimestamp = (long)tc.data;

                // Timestamp of -1 means we don't want updates to be sent
                if (tc.stage != TcpProtocol.Stage.Connected || customTimestamp == -1) continue;

                // If timestamp was set then the list was already sent previously
                if (customTimestamp != 0)
                {
                    // List hasn't changed -- do nothing
                    if (customTimestamp >= mLastChange) continue;

                    // Too many clients: we want the updates to be infrequent
                    if (!mInstantUpdates && customTimestamp + 4000 > mTime) continue;
                }

                // Create the server list packet
                if (buffer == null)
                {
                    buffer = Buffer.Create();
                    BinaryWriter writer = buffer.BeginPacket(Packet.ResponseServerList);
                    mList.WriteTo(writer);
                    buffer.EndPacket();
                }
                tc.SendTcpPacket(buffer);
                tc.data = mTime;
            }

            if (buffer != null)
            {
                buffer.Recycle();
                buffer = null;
            }
            Thread.Sleep(1);
            }
        }
예제 #5
0
 /// <summary>
 /// Send the outgoing buffer to the specified player.
 /// </summary>
 void EndSend(TcpProtocol tc)
 {
     mBuffer.EndPacket();
     tc.SendTcpPacket(mBuffer);
     mBuffer.Recycle();
     mBuffer = null;
 }
        /// <summary>
        /// Send periodic updates.
        /// </summary>

        void ThreadFunction()
        {
            mInternal = new IPEndPoint(Tools.localAddress, mGameServer.tcpPort);
            mExternal = new IPEndPoint(Tools.externalAddress, mGameServer.tcpPort);

            for (; ;)
            {
                long time = DateTime.UtcNow.Ticks / 10000;

                if (mShutdown)
                {
                    mTcp.Disconnect();
                    mThread = null;
#if STANDALONE
                    Tools.Print("TcpLobbyLink shut down");
#endif
                    break;
                }

#if !STANDALONE
                if (TNManager.isPaused)
                {
                    Thread.Sleep(500);
                    continue;
                }
#endif
                Buffer buffer;

                // Try to establish a connection
                if (mGameServer != null && !mTcp.isConnected && !mTcp.isTryingToConnect && mNextConnect < time)
                {
#if STANDALONE
                    Tools.Print("TcpLobbyLink is connecting to " + mRemoteAddress + "...");
#endif
                    mUpdateNeeded = true;
                    mNextConnect  = time + 15000;
                    mTcp.Connect(mRemoteAddress);
                }

                while (mTcp.ReceivePacket(out buffer))
                {
                    BinaryReader reader   = buffer.BeginReading();
                    Packet       response = (Packet)reader.ReadByte();

                    if (mTcp.stage == TcpProtocol.Stage.Verifying)
                    {
                        if (mTcp.VerifyResponseID(response, reader))
                        {
                            mTimeDifference = reader.ReadInt64() - (System.DateTime.UtcNow.Ticks / 10000);
                            mWasConnected   = true;
#if STANDALONE
                            Tools.Print("TcpLobbyLink connection established");
#endif
                        }
                        else
                        {
#if STANDALONE
                            Tools.Print("TcpLobbyLink Error: Protocol version mismatch");
#endif
                            mThread = null;
                            return;
                        }
                    }
                    else if (response == Packet.RequestPing)
                    {
                    }
#if STANDALONE
                    else if (response == Packet.Error)
                    {
                        Tools.Print("TcpLobbyLink Error: " + reader.ReadString());
                    }
                    else if (response == Packet.Disconnect)
                    {
                        Tools.Print("TcpLobbyLink disconnected");
                    }
                    else
                    {
                        Tools.Print("TcpLobbyLink can't handle this packet: " + response);
                    }
#endif
                    buffer.Recycle();
                }


                // Automatically try to re-establish a connection on disconnect
                if (mWasConnected && !mTcp.isConnected && !mTcp.isTryingToConnect)
                {
                    mNextConnect  = time + 5000;
                    mWasConnected = false;
                }
                else if (mGameServer != null && mTcp.isConnected && (mUpdateNeeded || mNextSend < time))
                {
                    mUpdateNeeded = false;
                    mNextSend     = time + 5000;

                    Buffer       buff   = Buffer.Create();
                    BinaryWriter writer = buff.BeginPacket(Packet.RequestAddServer);
                    writer.Write(GameServer.gameID);
                    writer.Write(mGameServer.name);
                    writer.Write((short)mGameServer.playerCount);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buff.EndPacket();
                    mTcp.SendTcpPacket(buff);
                    buff.Recycle();
                }

                try { Thread.Sleep(10); }
                catch (System.Threading.ThreadInterruptedException) { return; }
            }
        }