public void ConnectServer(IPEndPoint endPoint) { client.Connect(endPoint); while (AgentId == -1 || PlayerId == -1) { ; } }
private static int MainInternal(string ep, ushort port, string token, int debugLevel) { string[] t = ep.Split(':'); Console.WriteLine("Server endpoint: " + t); Server = new IPEndPoint(IPAddress.Parse(t[0]), int.Parse(t[1])); server.Port = port; Console.WriteLine("Agent Listen Port: " + server.Port.ToString()); Console.WriteLine("Client Token: " + (token ?? "<offline>")); //init timer myTimer.Interval = Interval; myTimer.Elapsed += TimedUpdate; myTimer.Enabled = true; client.OnReceive += delegate(Message message) { server.Send(message.Content as Message); //向客户端转发Content }; server.InternalQuit += delegate() { client.Quit(); server.Resume(); }; server.OnReceive += delegate(Message message) { if (MessageLimit > 0) { client.Send(message.Content as Message); MessageLimit--; System.Timers.Timer timer = new System.Timers.Timer(Constants.TimeLimit); timer.AutoReset = false; timer.Elapsed += TimeCount; timer.Start(); } }; client.OnDisconnect += delegate() { if (server.Count == 0) { server.Stop(); //主动Disconnect意味着游戏结束,关闭Agent。 Environment.Exit(0); } }; server.OnAccept += delegate() { Constants.Debug($"Player Connected: {server.Count}/{Constants.PlayerCount}"); if (server.Count == Constants.PlayerCount) { server.Pause(); client.Connect(Server); //客户端满人后再向Server发送连接请求,可以省略GameStart包 if (token != "offline") { client.Send(new Message //发送token { Address = -1, Content = new PlayerToken { Token = token } }); } } }; if (debugLevel == 0) { Constants.Debug = new Constants.DebugFunc((str) => { }); } server.Start(); Thread.Sleep(int.MaxValue); return(0); }
private static int MainInternal(string ep, ushort port, string token, int debugLevel) { string[] t = ep.Split(':'); Constants.Debug("Server endpoint: " + t); Server = new IPEndPoint(IPAddress.Parse(t[0]), int.Parse(t[1])); server.Port = port; Constants.Debug("Agent Listen Port: " + server.Port.ToString()); Constants.Debug("Client Token: " + (token ?? "<offline>")); //for (int i = 0; i < LastSpam.Length; i++) // LastSpam[i] = Environment.TickCount; //init timer myTimer.Interval = Interval; myTimer.Elapsed += TimedUpdate; myTimer.Enabled = true; client.OnReceive += delegate(Message message) { Console.Write("S:" + Environment.TickCount % 10000 + ","); server.Send(message.Content as Message); //向客户端转发Content }; server.InternalQuit += delegate() { client.Quit(); server.Resume(); }; server.OnReceive += delegate(Message message) { //if (!(((message.Content as Message)?.Content as Message)?.Content is PingPacket)) //{ // var now = Environment.TickCount; // lock (LastSpam) // { // //Console.WriteLine(message.Address + " : " + now + " deltaSendTime : " + deltaSendTime[message.Address][0] + ", " + deltaSendTime[message.Address][1]); // int deltaTime = now - (int)LastSpam[message.Address]; // if (((double)deltaTime + (double)deltaSendTime[message.Address][0] + (double)deltaSendTime[message.Address][1]) / 3.0 <= Constants.TimeLimit) // { // Console.WriteLine("skip client's message"); // return; // } // LastSpam[message.Address] = now; // deltaSendTime[message.Address][0] = deltaSendTime[message.Address][1]; // deltaSendTime[message.Address][1] = deltaTime; // } //} //else // Constants.Debug("Ignoring PingPacket"); Console.Write("C" + message.Address + ":" + Environment.TickCount % 10000 + ","); client.Send(message.Content as Message); }; client.OnDisconnect += delegate() { if (server.Count == 0) { server.Stop(); //主动Disconnect意味着游戏结束,关闭Agent。 Environment.Exit(0); } }; server.OnAccept += delegate() { Constants.Debug($"Player Connected: {server.Count}/{Constants.PlayerCount}"); if (server.Count == Constants.PlayerCount) { server.Pause(); client.Connect(Server); //客户端满人后再向Server发送连接请求,可以省略GameStart包 client.Send(new Message //发送token { Address = -1, Content = new PlayerToken { Token = token ?? "" //空token代表离线 } }); } }; if (debugLevel == 0) { Constants.Debug = new Constants.DebugFunc((str) => { }); } server.Start(); Thread.Sleep(int.MaxValue); return(0); }