Пример #1
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="isReplay">Set true if this is client is connected to a replayFile</param>
 /// <param name="replayStream"></param>
 /// <exception cref="System.ArgumentOutOfRangeException" />
 /// <exception cref="System.Net.Sockets.SocketException" />
 public void Start(Stream recordStream = null, LoginToken? token = null)
 {
     IPEndPoint ep = new IPEndPoint(IPAddress.Parse(IpString), PortNumber);
     TcpClient client = new TcpClient();
     client.Connect(ep);
     NetworkStream stream = client.GetStream();
     receiver = new ItemReceiver(stream, recordStream);
     sender = new ItemSender(stream);
     if (token != null)
     {
         sender.Send((LoginToken)token);
         sender.Flush();
     }
     commId = 0;
 }
Пример #2
0
        void ReconnectionListener()
        {
            Trace.TraceInformation("Reconnection listener Started on {0} : {1}", ipAddress.ToString(), IpPort);
            while (true)
            {
                try
                {
                    var client = listener.AcceptTcpClient();
                    Trace.TraceInformation("Client connected");
                    var stream = client.GetStream();
                    bool spectatorJoining = false;
                    stream.ReadTimeout = 2000;
                    Account theAccount = null;
                    if (game.Configuration != null)
                    {
                        object item;
                        try
                        {
                            item = (new ItemReceiver(stream)).Receive();
                        }
                        catch (Exception)
                        {
                            item = null;
                        }
                        if (!(item is LoginToken))
                        {
                            client.Close();
                            continue;
                        }
                        if (!game.Configuration.AccountIds.Any(id => id.TokenString == ((LoginToken)item).TokenString))
                        {
                            spectatorJoining = true;
                        }
                        else
                        {
                            int index;
                            for (index = 0; index < game.Configuration.AccountIds.Count; index++)
                            {
                                if (game.Configuration.AccountIds[index].TokenString == ((LoginToken)item).TokenString)
                                {
                                    theAccount = game.Configuration.Accounts[index];
                                }
                            }
                        }
                    }
                    stream.ReadTimeout = Timeout.Infinite;
                    int indexC = game.Settings.Accounts.IndexOf(theAccount);
                    if (spectatorJoining) indexC = numberOfGamers;
                    if (indexC < 0)
                    {
                        client.Close();
                        continue;
                    }
                    lock (handlers[indexC].queueIn) lock (handlers[indexC].queueOut) lock (handlers[indexC].sender) lock (handlers[indexC].receiver)
                    {
                        handlers[indexC].sender.Flush();
                        if (spectatorJoining)
                        {
                            ReplaySplitterStream rpstream = handlers[indexC].stream as ReplaySplitterStream;
                            var tempSender = new ItemSender(stream);
                            tempSender.Send(new CommandItem() { command = Command.Detach, type = ItemType.Int, data = 0 });
                            tempSender.Flush();
                            rpstream.DumpTo(stream);
                            stream.Flush();
                            tempSender.Send(new CommandItem() { command = Command.Attach, type = ItemType.Int, data = 0 });
                            tempSender.Flush();
                            rpstream.AddStream(stream);
                        }
                        else
                        {
                            var newRCStream = new RecordTakingOutputStream(stream);
                            var tempSender = new ItemSender(newRCStream);
                            tempSender.Send(new CommandItem() { command = Command.Detach, type = ItemType.Int, data = 0 });
                            tempSender.Flush();
                            (handlers[indexC].stream as RecordTakingOutputStream).DumpTo(newRCStream);
                            handlers[indexC].disconnected = false;
                            newRCStream.Flush();
                            tempSender.Send(new CommandItem() { command = Command.Attach, type = ItemType.Int, data = 0 });
                            tempSender.Flush();
                            handlers[indexC].stream = newRCStream;
                            handlers[indexC].sender = new ItemSender(handlers[indexC].stream);
                            handlers[indexC].receiver = new ItemReceiver(handlers[indexC].stream);
                        }
                    }

                }
                catch (Exception)
                {
                    return;
                }
            }
        }
Пример #3
0
 private void ClientThread(ServerHandler handler)
 {
     ItemSender r = new ItemSender(handler.stream);
     game.RegisterCurrentThread();
     while (true)
     {
         handler.semOut.WaitOne();
         object o;
         handler.semAccess.WaitOne();
         o = handler.queueOut.Dequeue();
         handler.semAccess.Release(1);
         if (o is FlushObject)
         {
             r.Flush();
         }
         else if (!r.Send(o))
         {
             Trace.TraceError("Network failure @ send");
         }
     }
 }
Пример #4
0
 private void ClientThread(Stream stream, Semaphore semWake, Semaphore semAccess, Queue<object> queueOut)
 {
     ItemSender r = new ItemSender(stream);
     game.RegisterCurrentThread();
     while (true)
     {
         semWake.WaitOne();
         object o;
         semAccess.WaitOne();
         o = queueOut.Dequeue();
         semAccess.Release(1);
         if (o is FlushObject)
         {
             r.Flush();
         }
         else if (!r.Send(o))
         {
             Trace.TraceError("Network failure @ send");
         }
     }
 }