Пример #1
0
        void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status )
        {
            switch( status )
            {
            case NetworkConnectionStatuses.Disconnected:
                {
                    string text = string.Format( "Disconnected. Reason: \"{0}\"",
                        sender.DisconnectionReason );
                    Log( text );
                    Disconnect();
                }
                break;

            case NetworkConnectionStatuses.Connecting:
                Log( "Connecting..." );
                break;

            case NetworkConnectionStatuses.Connected:
                Log( "Connected" );
                Log( "Server: \"{0}\"", sender.RemoteServerName );
                foreach( string serviceName in sender.ServerConnectedNode.RemoteServices )
                    Log( "Server service: \"{0}\"", serviceName );

                buttonConnect.Enabled = false;
                buttonDisconnect.Enabled = true;
                textBoxUserName.ReadOnly = true;
                textBoxAddress.ReadOnly = true;
                textBoxEnterText.ReadOnly = false;
                buttonSend.Enabled = true;
                break;
            }
        }
Пример #2
0
        void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status)
        {
            switch (status)
            {
            case NetworkConnectionStatuses.Disconnected:
            {
                string text = string.Format("Disconnected. Reason: \"{0}\"",
                                            sender.DisconnectionReason);
                Log(text);
                Disconnect();
            }
            break;

            case NetworkConnectionStatuses.Connecting:
                Log("Connecting...");
                break;

            case NetworkConnectionStatuses.Connected:
                Log("Connected");
                Log("Server: \"{0}\"", sender.RemoteServerName);
                foreach (string serviceName in sender.ServerConnectedNode.RemoteServices)
                {
                    Log("Server service: \"{0}\"", serviceName);
                }

                buttonConnect.Enabled     = false;
                buttonDisconnect.Enabled  = true;
                textBoxUserName.ReadOnly  = true;
                textBoxAddress.ReadOnly   = true;
                textBoxEnterText.ReadOnly = false;
                buttonSend.Enabled        = true;
                break;
            }
        }
Пример #3
0
        void renderTargetUserControl1_Tick(RenderTargetUserControl sender, float delta)
        {
            //update network status
            NetworkConnectionStatuses status = NetworkConnectionStatuses.Disconnected;

            if (GameNetworkClient.Instance != null)
            {
                status = GameNetworkClient.Instance.Status;
            }
            labelNetworkStatus.Content = status.ToString();

            //moving free camera by keys
            if (Map.Instance != null && freeCameraEnabled)
            {
                float cameraVelocity = 20;

                Vec3      pos = freeCameraPosition;
                SphereDir dir = freeCameraDirection;

                float step = cameraVelocity * delta;

                if (renderTargetUserControl1.IsKeyPressed(Key.W) ||
                    renderTargetUserControl1.IsKeyPressed(Key.Up))
                {
                    pos += dir.GetVector() * step;
                }
                if (renderTargetUserControl1.IsKeyPressed(Key.S) ||
                    renderTargetUserControl1.IsKeyPressed(Key.Down))
                {
                    pos -= dir.GetVector() * step;
                }
                if (renderTargetUserControl1.IsKeyPressed(Key.A) ||
                    renderTargetUserControl1.IsKeyPressed(Key.Left))
                {
                    pos += new SphereDir(
                        dir.Horizontal + MathFunctions.PI / 2, 0).GetVector() * step;
                }
                if (renderTargetUserControl1.IsKeyPressed(Key.D) ||
                    renderTargetUserControl1.IsKeyPressed(Key.Right))
                {
                    pos += new SphereDir(
                        dir.Horizontal - MathFunctions.PI / 2, 0).GetVector() * step;
                }
                if (renderTargetUserControl1.IsKeyPressed(Key.Q))
                {
                    pos += new Vec3(0, 0, step);
                }
                if (renderTargetUserControl1.IsKeyPressed(Key.E))
                {
                    pos += new Vec3(0, 0, -step);
                }

                freeCameraPosition = pos;
            }
        }
Пример #4
0
        //private void shouldgo()
        //{
        //    Go = true;
        //}

        //private string MySqlGetUserName()
        //{
        //    try
        //    {
        //        string commandername = "Unknown";
        //        string sql = "SELECT Name FROM phpap_AKusers WHERE Username=@User";
        //        MySqlCommand cmd = new MySqlCommand(sql, Program.AKsqlcon);

        //        MySqlParameter User = new MySqlParameter();
        //        User.ParameterName = "@User";
        //        User.Value = Program.username;
        //        cmd.Parameters.Add(User);

        //        MySqlDataReader rdr = cmd.ExecuteReader();
        //        while (rdr.Read())
        //        {
        //            if (rdr[0] != null)
        //            {
        //                commandername = rdr[0].ToString();
        //            }
        //        }

        //        if (commandername != "Unknown")
        //        {
        //            rdr.Close();
        //            rdr.Dispose();
        //        }
        //        return commandername;
        //    }
        //    catch (Exception ex)
        //    {
        //        if (ex != null)
        //        {
        //            EngineConsole.Instance.Print(ex.Message);
        //            return "Unknown";
        //        }
        //    }
        //    return "Unknown";
        //}

        private void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status)
        {
            switch (status)
            {
            case NetworkConnectionStatuses.Disconnected:
            {
                string text = "Unable to connect to Server:";
                if (sender.DisconnectionReason != "")
                {
                    text += ". " + sender.DisconnectionReason;
                }
                SetInfo(text, true);

                DisposeClient();
            }
            break;

            case NetworkConnectionStatuses.Connecting:
                SetInfo("Connecting to Server...", false);
                break;

            case NetworkConnectionStatuses.Connected:
                SetInfo("Connected to Server", false);

                //no work with client from this class anymore
                RemoveEventsForClient();
                notDisposeClientOnDetach = true;

                //close all windows
                foreach (Control control in GameEngineApp.Instance.ControlManager.Controls)
                {
                    control.SetShouldDetach();
                }
                //create lobby window
                //MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow();
                GameEngineApp.Instance.ControlManager.Controls.Add(new MultiplayerLobbyWindow());

                GameEngineApp.Instance.Client_OnConnectedToServer();

                break;
            }
        }
        void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status)
        {
            switch (status)
            {
            case NetworkConnectionStatuses.Disconnected:
            {
                //string text = "Unable to connect";
                //if( sender.DisconnectionReason != "" )
                //   text += ". " + sender.DisconnectionReason;
                //Log.Error( text );

                WinFormsAppWorld.WorldDestroy();
                Client_DisconnectFromServer();
            }
            break;

            case NetworkConnectionStatuses.Connecting:
                break;

            case NetworkConnectionStatuses.Connected:
                break;
            }
        }
Пример #6
0
        protected override void OnConnectedNodeConnectionStatusChanged(
            NetworkNode.ConnectedNode connectedNode, NetworkConnectionStatuses status, string message)
        {
            base.OnConnectedNodeConnectionStatusChanged(connectedNode, status, message);

            //connected
            if (status == NetworkConnectionStatuses.Connected)
            {
                //add to user management and send events to all clients
                userManagementService.CreateClientUser(connectedNode);
            }

            //disconnected
            if (status == NetworkConnectionStatuses.Disconnected)
            {
                //remove user
                UserManagementServerNetworkService.UserInfo user = userManagementService.GetUser(
                    connectedNode);
                if (user != null)
                {
                    userManagementService.RemoveUser(user);
                }
            }
        }
Пример #7
0
        void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status )
        {
            switch( status )
            {
            case NetworkConnectionStatuses.Disconnected:
                {
                    //string text = "Unable to connect";
                    //if( sender.DisconnectionReason != "" )
                    //   text += ". " + sender.DisconnectionReason;
                    //Log.Error( text );

                    WPFAppWorld.WorldDestroy();
                    Client_DisconnectFromServer();
                }
                break;

            case NetworkConnectionStatuses.Connecting:
                break;

            case NetworkConnectionStatuses.Connected:
                break;
            }
        }
 protected override void OnConnectionStatusChanged( NetworkConnectionStatuses status )
 {
     base.OnConnectionStatusChanged( status );
 }
        protected override void OnConnectedNodeConnectionStatusChanged(
            NetworkNode.ConnectedNode connectedNode, NetworkConnectionStatuses status, string message)
        {
            base.OnConnectedNodeConnectionStatusChanged( connectedNode, status, message );

            //connected
            if( status == NetworkConnectionStatuses.Connected )
            {
                //add to user management and send events to all clients
                userManagementService.CreateClientUser( connectedNode );
            }

            //disconnected
            if( status == NetworkConnectionStatuses.Disconnected )
            {
                //remove user
                UserManagementServerNetworkService.UserInfo user = userManagementService.GetUser(
                    connectedNode );
                if( user != null )
                    userManagementService.RemoveUser( user );
            }
        }
        void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status )
        {
            switch( status )
            {
            case NetworkConnectionStatuses.Disconnected:
                {
                    string text = "Unable to connect";
                    if( sender.DisconnectionReason != "" )
                        text += ". " + sender.DisconnectionReason;
                    SetInfo( text, true );

                    DisposeClient();
                }
                break;

            case NetworkConnectionStatuses.Connecting:
                SetInfo( "Connecting...", false );
                break;

            case NetworkConnectionStatuses.Connected:
                SetInfo( "Connected", false );

                //no work with client from this class anymore
                RemoveEventsForClient();
                notDisposeClientOnDetach = true;

                //close all windows
                foreach( EControl control in GameEngineApp.Instance.ControlManager.Controls )
                    control.SetShouldDetach();
                //create lobby window
                MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow();
                GameEngineApp.Instance.ControlManager.Controls.Add( lobbyWindow );

                GameEngineApp.Instance.Client_OnConnectedToServer();

                break;
            }
        }
 protected override void OnConnectionStatusChanged(NetworkConnectionStatuses status)
 {
     base.OnConnectionStatusChanged(status);
 }