public static SendPacketAction Create(ServerSimple server_, int client_, Packet_Server packet_) { SendPacketAction a = new SendPacketAction(); a.server = server_; a.client = client_; a.packet = packet_; return(a); }
public void Start(ServerSimple serverSimple) { server = serverSimple; }
void Connect(GamePlatform platform) { if (singleplayer) { if (platform.SinglePlayerServerAvailable()) { platform.SinglePlayerServerStart(singleplayerSavePath); } else { serverSimple = new ServerSimple(); DummyNetwork network = platform.SinglePlayerServerGetNetwork(); network.Start(platform.MonitorCreate(), platform.MonitorCreate()); DummyNetServer server = new DummyNetServer(); server.network = network; server.platform = platform; server.Start(); serverSimple.Start(server, singleplayerSavePath, platform); serverSimpleMod = new ModServerSimple(); serverSimpleMod.server = serverSimple; game.AddMod(serverSimpleMod); platform.SinglePlayerServerGetNetwork().ServerReceiveBuffer.Enqueue(new ByteArray()); } connectData = new ConnectData(); connectData.Username = "******"; game.connectdata = connectData; DummyNetClient netclient = new DummyNetClient(); netclient.SetPlatform(platform); netclient.SetNetwork(platform.SinglePlayerServerGetNetwork()); game.main = netclient; } else { game.connectdata = connectData; if (platform.EnetAvailable()) { EnetNetClient client = new EnetNetClient(); client.SetPlatform(platform); game.main = client; } else if (platform.TcpAvailable()) { TcpNetClient client = new TcpNetClient(); client.SetPlatform(platform); game.main = client; } else if (platform.WebSocketAvailable()) { WebSocketClient client = new WebSocketClient(); client.SetPlatform(platform); game.main = client; } else { platform.ThrowException("Network not implemented"); } } }
public static SendPacketAction Create(ServerSimple server_, int client_, Packet_Server packet_) { SendPacketAction a = new SendPacketAction(); a.server = server_; a.client = client_; a.packet = packet_; return a; }