//SERVER// #region netServer stuff /// <summary> /// Initializes the MPServer if it is not already initialized and the MPClient is not initialized. /// </summary> public void ServerInitialize() { if (IsMPClientInitialized) { Log.Warning("Cannot initialize server. Client is already initialized."); return; } if (IsMPServerInitialized) { Log.Warning("Server is already initialized."); return; } Log.Message("Initialize server."); MPServer = new MPServer(StopProcessMessageThread); MPServer.serverLeavingProcessingMessageThread += MPServer_serverLeavingProcessingMessageThreadEvent; MPServer.unhandledMessageReceived += MPServer_unhandledMessageReceivedEvent; MPServer.clientConnected += MPServer_clientConnectedEvent; MPServer.clientDisconnected += MPServer_clientDisconnectedEvent; MPServer.allClientsDisconected += MPServer_allClientsDissconectedEvent; MPServer.clientConnectionRequestApproved += MPServer_clientConnectionRequestApprovedEvent; MPServer.clientConnectionRequestDenied += MPServer_clientConnectionRequestDeniedEvent; SetMPRole(MPRoleType.Server); Log.Message("Server initialized."); }
/// <summary> /// Stops the netServer. /// </summary> public void ServerStop() { if (IsMPClientInitialized) { Log.Warning("Cannot stop the server. Client is initilalized"); return; } if (!IsMPServerInitialized) { Log.Warning("Cannot stop the server. Server is not initialized."); return; } Log.Message("Stopping server."); MPServer.Stop(); Log.Message("Server stopped."); }
/// <summary> /// Starts the netServer. /// </summary> /// <param name="port">The port to listen on.</param> /// <param name="password">The password of the netServer.</param> /// <param name="maximumPlayerAmount">Maximum amount of players.</param> public void ServerStart(int port, string password, int maximumPlayerAmount) { if (IsMPClientInitialized) { Log.Warning("Cannot start the server. Client is initialized."); return; } if (!IsMPServerInitialized) { Log.Warning("Cannot start the server. The server is not initialized."); return; } Log.Message("Starting server."); MPServer.StartServer(port, password, maximumPlayerAmount); Log.Message("Server started."); }
/// <summary> /// Starts the netServer. /// </summary> public void ServerStart() { if (IsMPClientInitialized) { Log.Warning("Cannot start the server. Client is initialized."); return; } if (!IsMPServerInitialized) { Log.Warning("Cannot start the server. The server is not initialized."); return; } Log.Message("Starting server."); MPServer.StartServer(); SetMPRole(MPRoleType.Server); Log.Message("Server started."); }
/// <summary> /// Uninitializes the MPServer. Sets it to null. /// </summary> public void ServerUninitialize() { if (!IsMPServerInitialized) { Log.Warning("Server is not initialized. Cannot uninitialize."); return; } Log.Message("Uninitialize server."); ServerStop(); MPServer = null; SetMPRole(MPRoleType.None); Log.Message("Server uninitialized."); }
/// <summary> /// Initializes the MPServer if it is not already initialized and the MPClient is not initialized. /// </summary> public void ServerInitialize() { if (IsMPClientInitialized) { Log.Warning("Cannot initialize server. Client is already initialized."); return; } if (IsMPServerInitialized) { Log.Warning("Server is already initialized."); return; } Log.Message("Initialize server."); MPServer = new MPServer(StopProcessMessageThread); MPServer.serverLeavingProcessingMessageThread += MPServer_serverLeavingProcessingMessageThreadEvent; MPServer.unhandledMessageReceived += MPServer_unhandledMessageReceivedEvent; MPServer.clientConnected += MPServer_clientConnectedEvent; MPServer.clientDisconnected += MPServer_clientDisconnectedEvent; MPServer.allClientsDisconected += MPServer_allClientsDissconectedEvent; MPServer.clientConnectionRequestApproved += MPServer_clientConnectionRequestApprovedEvent; MPServer.clientConnectionRequestDenied += MPServer_clientConnectionRequestDeniedEvent; SetMPRole(MPRoleType.Server); Log.Message("Server initialized."); }