public Screen(string name, int id, Socket socket, Server server) { m_name = name; m_id = id; m_server = server; m_bubbles = new Dictionary<int, ServerBalloon>(); m_queue = new CircularQueue<Message>(64); m_connection = new ScreenConnection(m_queue, socket); m_thread = new Thread(Run); m_thread.Start(); }
public NetworkManager(IPAddress serverAddress, int serverPort) { this.serverAddress = serverAddress; this.serverPort = serverPort; this.messageQueue = new CircularQueue<Message>(256); m_conn = new ScreenConnection(this.messageQueue); m_conn.Connected += OnConnected; m_conn.ConnectFailed += OnConnectFailed; m_conn.Disconnected += OnDisconnected; }
public NetworkManager(IPAddress serverAddress, int serverPort) { this.serverAddress = serverAddress; this.serverPort = serverPort; this.balloonCache = new Dictionary<string, Balloon>(); this.messageQueue = new CircularQueue<Message>(256); m_conn = new ScreenConnection(this.messageQueue); m_conn.Connected += OnConnected; m_conn.ConnectFailed += OnConnectFailed; m_conn.Disconnected += OnDisconnected; m_conn.MessageReceived += OnMessageReceived; }
private bool HandleScreenConnected(ConnectedMessage msg) { int screenID = m_nextScreenID++; ScreenConnection conn = new ScreenConnection(m_queue, msg.Connection); Screen screen = new Screen(screenID, conn); conn.Sender = screen; conn.StartReceivingMessages(); m_screens.Add(screen); Trace.WriteLine(String.Format("Screen connected: {0}", screenID)); m_feed.Refresh(); return true; }
public Screen(int id, ScreenConnection connection) { m_id = id; m_connection = connection; }
public Screen(int id, ScreenConnection connection) { m_id = id; m_connection = connection; m_balloons = new Dictionary<string, ServerBalloon>(); }