//.method hidebysig static void LoadExecutngAssembly(string[] args) cil managed static void LoadExecutingAssembly(string[] args) { Logger.Init(); //Logger.Trace("TODO: REMAKE ALL CONTAINSKEY [] - TO TRYGETVALUE"); Settings m_Current = Settings.Default; //--------------- Init Commons ---------------------- LocalCommons.Native.Significant.Main.InitializeStruct(args); //------------- Controllers ------------------------- Logger.Section("Controllers"); GameServerController.LoadAvailableGameServers(); //--------------- MySQL --------------------------- Logger.Section("MySQL"); AccountHolder.LoadAccountData(); //----------------Network --------------------------- Logger.Section("Network"); PacketList.Initialize(Program.ServerClientVersion); new AsyncListener(m_Current.Main_IP, m_Current.Game_Port, defined: typeof(GameConnection)); //Waiting For Game Server Connections new AsyncListener(m_Current.Main_IP, m_Current.ArcheAge_Port, defined: typeof(ArcheAgeConnection)); //Waiting For ArcheAge Connections }
public Task Execute(IJobExecutionContext context) { return(Task.Run(() => { log.Info("new day job"); GameServerController.NewDay(); var cud = DateTime.Now; if (cud.DayOfWeek == DayOfWeek.Monday || cud.DayOfWeek == DayOfWeek.Thursday) { //星期1,4报名 GameServerController.ctl_mj_0(1); } else if (cud.DayOfWeek == DayOfWeek.Tuesday || cud.DayOfWeek == DayOfWeek.Friday) { //星期2,5开战 GameServerController.ctl_mj_0(2); } else if (cud.DayOfWeek == DayOfWeek.Wednesday || cud.DayOfWeek == DayOfWeek.Saturday) { //星期3,6结算 GameServerController.ctl_mj_0(3); } else { //周末关闭 GameServerController.ctl_mj_0(0); } })); }
//.method hidebysig static void LoadExecutngAssembly(string[] args) cil managed static void LoadExecutingAssembly(string[] args) { Logger.Init(); //Logger.Trace("TODO: REMAKE ALL CONTAINSKEY [] - TO TRYGETVALUE"); Settings m_Current = Settings.Default; //--------------- Init Commons ---------------------- LocalCommons.Main.InitializeStruct(args); //------------- Controllers ------------------------- Logger.Section("Controllers"); GameServerController.LoadAvailableGameServers(); //--------------- MySQL --------------------------- Logger.Section("MySQL"); // Database ArcheageDb.Init(m_Current.DataBase_Host, m_Current.DataBase_User, m_Current.DataBase_Password, m_Current.DataBase_Name, m_Current.SSL, m_Current.PersistSecurityInfo); Database = new LoginDb(); // Check if there are any updates CheckDatabaseUpdates(); AccountHolder.LoadAccountData(); //----------------Network --------------------------- Logger.Section("Network"); PacketList.Initialize(Program.ServerClientVersion); new AsyncListener(m_Current.Main_IP, m_Current.Game_Port, defined: typeof(GameConnection)); //Waiting For GameServer Connections new AsyncListener(m_Current.Main_IP, m_Current.ArcheAge_Port, defined: typeof(ArcheAgeConnection)); //Waiting For ArcheAge Connections }
void GameConnection_DisconnectedEvent(object sender, EventArgs e) { Logger.Trace("Game Server {0} : Disconnected", m_CurrentInfo != null ? m_CurrentInfo.Id.ToString() : this.ToString()); Dispose(); GameServerController.DisconnecteGameServer(m_CurrentInfo != null ? m_CurrentInfo.Id : this.CurrentInfo.Id); m_CurrentInfo = null; //Put the status of the game server offline }
void GameConnection_DisconnectedEvent(object sender, EventArgs e) { Logger.Trace("GameServer IP: {0} disconnected", m_CurrentInfo != null ? m_CurrentInfo.Id.ToString() : this.ToString()); Dispose(); GameServerController.DisconnecteGameServer(m_CurrentInfo != null ? m_CurrentInfo.Id : this.CurrentInfo.Id); m_CurrentInfo = null; //Game server will be corresponding status offline }
void GameConnection_DisconnectedEvent(object sender, EventArgs e) { Logger.Trace("Game Server {0} : Disconnected", m_CurrentInfo != null ? m_CurrentInfo.Id.ToString() : this.ToString()); Dispose(); GameServerController.DisconnecteGameServer(m_CurrentInfo != null ? m_CurrentInfo.Id : this.CurrentInfo.Id); m_CurrentInfo = null; //将游戏服务器对应的状态离线 }
//используется private static void Handle_RegisterGameServer(GameConnection net, PacketReader reader) { byte id = reader.ReadByte(); short port = reader.ReadLEInt16(); string ip = reader.ReadDynamicString(); string password = reader.ReadDynamicString(); bool success = GameServerController.RegisterGameServer(id, password, net, port, ip); net.SendAsync(new NET_GameRegistrationResult(success)); }
private void Awake() { var netCom = GetNetworkCommunication(); GameServer = new GameServer(netCom); GameServer.PlayersConnected += HandlePlayersConnected; m_gameServerController = new GameServerController(GameServer); // This is for debug purpose. // LoadMatchScene(); }
public async Task DeleteMatch_InvalidData_BadRequest(int?matchId, string secret) { //Arrange var controller = new GameServerController(new Mock <IBattleRoyaleMatchFinisherService>().Object); //Act var result = await controller.DeleteMatch(matchId, secret); //Assert Assert.IsInstanceOfType(result, typeof(BadRequestResult)); }
public async Task PlayerDeath_InvalidData_BadRequest(int?accountId, int?placeInBattle, int?matchId, string secret) { //Arrange var controller = new GameServerController(new Mock <IBattleRoyaleMatchFinisherService>().Object); //Act var result = await controller.PlayerDeath(accountId, placeInBattle, matchId, secret); //Assert Assert.IsInstanceOfType(result, typeof(BadRequestResult)); }
protected void Awake() { gameServerController = this; }
private void ui_ButtonHostServer_Click(object sender, RoutedEventArgs e) { GameServerController serverController = new GameServerController(); }