void OnStatusChange(object sender, NetStatusEventArgs e) { m_log.Info(e.Connection + ": " + e.Connection.Status + " - " + e.Reason); if (e.Connection.Status == NetConnectionStatus.Connected) { NetMessage outMsg = new NetMessage(); outMsg.Write("MSG:Server:Welcome:0.01:" + m_players.Count); Server.SendMessage(outMsg, e.Connection, NetChannel.Unreliable); NetPlayer ins = new NetPlayer(e.Connection, ""); m_players.Add(ins); Console.WriteLine("Client connected; " + Server.NumConnected + " of 100"); } if (e.Connection.Status == NetConnectionStatus.Disconnected) { //HaveDeconnection = true; //RemoveDeconnectedPlayer(); for (int i = 0; i < m_players.Count; i++) { NetPlayer tmp = m_players[i]; if (tmp.PlayerConnection == e.Connection) { if (tmp.CurrentRoom != null) { tmp.CurrentRoom.Send("ROM:PLAYER:LEAVE:" + tmp.GetName(), null); tmp.CurrentRoom.RemovePlayer(tmp); } m_players.Remove(tmp); } } } }
void NetConnectionNetStatus(object sender, NetStatusEventArgs eventArguments) { //string level = eventArguments.Info["level"] as string; if (NetStatusCallback != null) { NetStatusCallback(eventArguments); } }
void OnNetStatus(NetStatusEventArgs eventArguments) { /* * WriteWithTimestamp("OnNetStatus:"); * foreach (var pair in eventArguments.Info) * Output.WriteLine("{0}: {1}", pair.Key, pair.Value); */ }
void server_StatusChanged(object sender, NetStatusEventArgs e) { if (e.Connection.Status == NetConnectionStatus.Connecting) { ClientConnected = true; } if (e.Connection.Status == NetConnectionStatus.Disconnected) { ClientConnected = false; } }
void StatusChanged(object sender, NetStatusEventArgs e) { // e.Connection is the connection for which status changed // e.Connectionn.Status is the new status // e.Reason is a human readable reason for the status change if (e.Connection.Status == NetConnectionStatus.Connected) { System.Console.WriteLine("Status: " + e.Connection.Status.ToString()); NetMessage outMsg = new NetMessage(); //Client.SendMessage(outMsg, NetChannel.ReliableUnordered); // <- for example } }
void client_StatusChanged(object sender, NetStatusEventArgs e) { //If the client has connected to the server if (e.Connection.Status == NetConnectionStatus.Connected) { ClientConnected = true; } //If the Client was disconnected if (e.Connection.Status == NetConnectionStatus.Disconnected) { ClientConnected = false; } }
/// <summary> /// Handles changes in connection status. /// </summary> private void SpiderNet_StatusChangedHandler(object Sender, NetStatusEventArgs e) { switch (e.Connection.Status) { case NetConnectionStatus.Connected: clients.Add(e.Connection.RemoteEndpoint.Address); break; case NetConnectionStatus.Disconnected: Console.Out.WriteLine("someone left the game, yo!"); clients.Remove(e.Connection.RemoteEndpoint.Address); disconnectQueue.Enqueue(e.Connection.RemoteEndpoint.Address); break; default: break; } }
private void StatusChanged(object sender, NetStatusEventArgs e) { m_log.Info(e.Connection + ": " + e.Connection.Status + " - " + e.Reason); }
static void con_NetStatus(object sender, NetStatusEventArgs e) { Console.WriteLine("> NetStatus: " + e.Info); }