Пример #1
0
        public void StopServer()
        {
            if (!ServerRunning)
            {
                return;
            }

            poller?.Stop();
            poller?.Dispose();

            lock (responseSocketLock)
            {
                if (responseSocket != null)
                {
                    try
                    {
                        responseSocket.Disconnect(responseSocketConnectionString);
                    }
                    finally
                    {
                        responseSocket.Close();
                        responseSocket = null;
                    }
                }
            }
        }
Пример #2
0
        public override void WillTerminate(NSNotification notification)
        {
            _socketServer?.Disconnect(Ipc.RepoZIpcEndpoint.Address);
            _socketServer?.Dispose();

            // Insert code here to tear down your application
            NSEvent.RemoveMonitor(_eventMonitor);
        }
Пример #3
0
 protected virtual void Dispose(bool disposing)
 {
     if (disposing)
     {
         _socketServer?.Disconnect(EndpointProvider.Address);
         _socketServer?.Dispose();
         _socketServer = null;
     }
 }
Пример #4
0
    protected override void Run()
    {
        ForceDotNet.Force();                  // this line is needed to prevent unity freeze after one use, not sure why yet

        using (server = new ResponseSocket()) // check if its response or request ?
        {
            server.Bind("tcp://*:1234");      //SEND

            using (client = new RequestSocket())
            {
                client.Connect("tcp://localhost:2222"); // RECIEVE


                // for (int i = 0; i < 2 && Running; i++)
                while (Running)
                {
                    // TO BE ABLE TO SEND USING SERVER SOCKET:
                    string DummyServerReceive = server.ReceiveFrameString();
                    //Debug.Log("MY DUMMY SERVER REC: " + DummyServerReceive);
                    //SENDING TO SERVER :  //SEND A VARIABLE BOOLEAN HERE
                    server.SendFrame(Mode + "," + Yindex + "," + Xindex + "," + Resign + "," + Pass + "," + HumanColor);
                    //Pass = "******";
                    //Resign = "-1";
                    //Debug.Log("SERVER IS DONE ");

                    // DUMMY SEND OF CLIENT TO RECEIVE
                    client.SendFrame("HELLOOOOOOO");

                    while (Running)
                    {
                        message = client.ReceiveFrameString(); // this returns true if it's successful

                        //Debug.Log("MESSAGE IS :" + this.message);

                        break;
                    }
                }

                client.Disconnect("tcp://localhost:2222");
                client.Close();
                client.Dispose();
            }
            server.Disconnect("tcp://*:1234");
            server.Close();
            server.Dispose();
        }

        NetMQConfig.Cleanup();
    }
Пример #5
0
        protected override void OnExit(ExitEventArgs e)
        {
            _socketServer?.Disconnect(Ipc.RepoZIpcEndpoint.Address);
            _socketServer?.Dispose();

            _hotkey.Unregister();

            _explorerUpdateTimer.Change(Timeout.Infinite, Timeout.Infinite);

            var explorerHandler = TinyIoCContainer.Current.Resolve <WindowsExplorerHandler>();

            explorerHandler.CleanTitles();

            _notifyIcon.Dispose();

            base.OnExit(e);
        }
Пример #6
0
        private void dataServer()
        {
            AsyncIO.ForceDotNet.Force();
            using (var dataSender = new ResponseSocket())
            {
                dataSender.Bind("tcp://" + VPETSettings.Instance.serverIP + ":5565");
                Debug.Log("Enter while.. ");

                while (isRunning)
                {
                    string message = "";
                    dataSender.TryReceiveFrameString(out message);
                    //print ("Got request message: " + message);

                    // re-run scene iteration if true
                    if (doGatherOnRequest)
                    {
                        gatherSceneData();
                    }

                    switch (message)
                    {
                    case "header":
                        print("Send Header.. ");
                        dataSender.SendFrame(headerByteData);
                        print(string.Format(".. Nodes ({0} bytes) sent ", headerByteData.Length));
                        break;

                    case "nodes":
                        print("Send Nodes.. ");
                        dataSender.SendFrame(nodesByteData);
                        print(string.Format(".. Nodes ({0} bytes) sent ", nodesByteData.Length));
                        break;

                    case "objects":
                        print("Send Objects.. ");
                        dataSender.SendFrame(objectsByteData);
                        print(string.Format(".. Objects ({0} bytes) sent ", objectsByteData.Length));
                        break;

                    case "characters":
                        print("Send Characters.. ");
                        dataSender.SendFrame(charactersByteData);
                        print(string.Format(".. Characters ({0} bytes) sent ", charactersByteData.Length));
                        break;

                    case "textures":
                        print("Send Textures.. ");
                        dataSender.SendFrame(texturesByteData);
                        print(string.Format(".. Textures ({0} bytes) sent ", texturesByteData.Length));
                        break;

#if TRUNK
                    case "materials":
                        print("Send Materials.. ");
                        dataSender.SendFrame(materialsByteData);
                        print(string.Format(".. Materials ({0} bytes) sent ", materialsByteData.Length));
                        break;
#endif
                    default:
                        break;
                    }
                }

                // TODO: check first if closed
                try
                {
                    dataSender.Disconnect("tcp://" + VPETSettings.Instance.serverIP + ":5565");
                    dataSender.Dispose();
                    dataSender.Close();
                }
                finally
                {
                    NetMQConfig.Cleanup(false);
                }
            }
        }