private void timer_Tick(object sender, EventArgs e) { //looking for servers if (splashState == MainSplashState.Searching) { Console.Out.WriteLine("searching..."); //update the engine state ymfasClient.Update(); //attempt to find a new server Lidgren.Library.Network.NetServerInfo session = ymfasClient.GetLocalSession(); if (session != null) { String hostname = ymfasClient.GetHostNameFromIP(session.RemoteEndpoint.Address.ToString()); lstServers.Items.Add(hostname + " - " + session.RemoteEndpoint.Address.ToString()); } } //connecting to a server if (splashState == MainSplashState.Connecting) { // update the engine state ymfasClient.Update(); //time out if too long if (ticksConnecting * timer.Interval >= MAX_CONNECT_TIME) { splashState = MainSplashState.Searching; ymfasClient.Dispose(); ymfasClient = null; MessageBox.Show("Connection attempt failed."); } else { ticksConnecting++; //check for successful connection if (ymfasClient.Status == NetConnectionStatus.Connected) { splashState = MainSplashState.None; // join lobby GameLobby = new frmGameLobby(ymfasClient); GameLobby.ShowDialog(); if (GameLobby.DialogResult == DialogResult.OK) { ymfasClient = GameLobby.Client; this.DialogResult = DialogResult.OK; this.Close(); } } } } }
private void btnHost_Click(object sender, EventArgs e) { //Host a game // create a client and a server for the game lobby to use ymfasServer = new YmfasServer(txtName.Text); ymfasClient = new YmfasClient(txtName.Text); ymfasClient.Update(); ymfasClient.Connect(IPAddress.Loopback); //Enter lobby GameLobby = new frmGameLobby(ymfasClient, ymfasServer); GameLobby.ShowDialog(); // if we actually started a game if (GameLobby.DialogResult == DialogResult.OK) { ymfasClient = GameLobby.Client; ymfasServer = GameLobby.Server; this.DialogResult = DialogResult.OK; this.Close(); } }