Пример #1
0
        /// <summary>
        /// 发送指定牌组和头信息给客户端
        /// </summary>
        /// <param name="head">头信息</param>
        /// <param name="pg">牌组</param>
        /// <param name="client">客户端编号,只能是1,2</param>
        /// <returns>是否发送成功</returns>
        public bool SendDataForClient(string head, PokerGroup pg, int client)
        {
            NetworkStream Ns = null;

            if (client == 1)
            {
                Ns = this.client1.GetStream();
            }
            if (client == 2)
            {
                Ns = this.client2.GetStream();//得到客户端的网络流对象
            }
            if (client != 1 && client != 2)
            {
                return(false);
            }
            byte[] bytePg    = pg.GetBuffer();                        //通过2个 MemoryStream对象获取代表2组牌的 比特流对象
            string strPg     = Encoding.Default.GetString(bytePg);
            string strSender = head + strPg;                          //组合两个字符串

            byte[] byteSender = Encoding.Default.GetBytes(strSender); //把要发送的数据转换为byte[]
            Ns.Write(byteSender, 0, byteSender.Length);               //把2个比特流对象写入server与client的连接管道中
            Thread.Sleep(sleep);
            return(true);
        }
Пример #2
0
        public bool SendDataForServer(PokerGroup pg)
        {
            NetworkStream Ns = this.client.GetStream();

            byte[] bytes = pg.GetBuffer();
            Ns.Write(bytes, 0, bytes.Length);
            Thread.Sleep(sleep);
            return(true);
        }
Пример #3
0
        public bool SendDataForServer(string head, PokerGroup pg)
        {
            NetworkStream Ns = client.GetStream();

            byte[] bytePg    = pg.GetBuffer();                        //通过2个 MemoryStream对象获取代表2组牌的 比特流对象
            string strPg     = Encoding.Default.GetString(bytePg);
            string strSender = head + strPg;                          //组合两个字符串

            byte[] byteSender = Encoding.Default.GetBytes(strSender); //把要发送的数据转换为byte[]
            Ns.Write(byteSender, 0, byteSender.Length);               //把2个比特流对象写入server与client的连接管道中
            Thread.Sleep(sleep);
            return(true);
        }
Пример #4
0
        /// <summary>
        /// 发送牌组给客户端
        /// </summary>
        /// <param name="pg">牌组</param>
        /// <param name="client">客户端的编号,只能是1,2</param>
        /// <returns>是否发送成功</returns>
        public bool SendDataForClient(PokerGroup pg, int client)
        {
            NetworkStream Ns = null;

            if (client == 1)
            {
                Ns = this.client1.GetStream();
            }
            if (client == 2)
            {
                Ns = this.client2.GetStream();//得到客户端的网络流对象
            }
            if (client != 1 && client != 2)
            {
                return(false);
            }
            byte[] bytePg = pg.GetBuffer();     //通过2个 MemoryStream对象获取代表2组牌的 比特流对象
            Ns.Write(bytePg, 0, bytePg.Length); //把2个比特流对象写入server与client的连接管道中
            Thread.Sleep(sleep);
            return(true);
        }