public SocketNetProxy(string host, int port) { var ipAddress = Dns.GetHostAddresses(host).First(); _address = new IPEndPoint(ipAddress, port); setting = new ClientSocketSettings(BufferSize, _address); }
public GameServerConnection(string ip, int port, GameProxy proxy) { this.proxy = proxy; remoteEndPoint = new IPEndPoint(Dns.GetHostAddresses(ip)[0], port); ClientSocketSettings settings = new ClientSocketSettings(bufferSize, remoteEndPoint); clientSocket = new ClientSocket(settings); clientSocket.DataReceived += new SocketEventHandler(DataReceived); clientSocket.Disconnected += new SocketEventHandler(Disconnected); }
/// <summary> /// init /// </summary> /// <param name="host"></param> /// <param name="port"></param> /// <param name="heartInterval">ms</param> public SocketRemoteClient(string host, int port, int heartInterval) { IsSocket = true; var remoteEndPoint = new IPEndPoint(Dns.GetHostAddresses(host)[0], port); var settings = new ClientSocketSettings(BufferSize, remoteEndPoint); _client = new ClientSocket(settings); _client.DataReceived += OnDataReceived; _client.Disconnected += OnDisconnected; _timer = new Timer(DoCheckHeartbeat, null, 1000, heartInterval); }
public SocketNetProxy(string host, int port) { var ipAddress = Dns.GetHostAddresses(host).First(); _address = new IPEndPoint(ipAddress, port); var setting = new ClientSocketSettings(BufferSize, _address); _client = new ClientSocket(setting); _client.DataReceived += DoReceived; _client.Connect(); }
public GameServerConnection(string ip, int port, GameProxy proxy) { _ssid = Guid.NewGuid(); this.proxy = proxy; remoteEndPoint = new IPEndPoint(Dns.GetHostAddresses(ip)[0], port); ClientSocketSettings settings = new ClientSocketSettings(bufferSize, remoteEndPoint); clientSocket = new ClientSocket(settings); clientSocket.DataReceived += new SocketEventHandler(DataReceived); clientSocket.Disconnected += new SocketEventHandler(Disconnected); EnsureConnected(); _timer = new Timer(DoCheckHeartbeat, null, 1000, 30 * 1000); //30s }
protected void Init(string host, int port, int heartInterval) { _setting = GameEnvironment.Setting; var remoteEndPoint = new IPEndPoint(Dns.GetHostAddresses(host)[0], port); var settings = new ClientSocketSettings(BufferSize, remoteEndPoint); _socketRoom = new ClientSocket(settings); _socketRoom.DataReceived += new SocketEventHandler(roomSocket_DataReceived); _socketRoom.Disconnected += new SocketEventHandler(roomSocket_Disconnected); RequestParam heartParam = new RequestParam(); heartParam["ActionId"] = (int)ActionEnum.Heartbeat; heartParam["MsgId"] = 0; string post = string.Format("?d={0}", HttpUtility.UrlEncode(heartParam.ToPostString())); HeartPacket = Encoding.ASCII.GetBytes(post); _timer = new Timer(DoCheckHeartbeat, null, 1000, heartInterval); }
/// <summary> /// /// </summary> /// <param name="clientSettings"></param> /// <param name="requestHandler"></param> protected ClientWebSocket(ClientSocketSettings clientSettings, RequestHandler requestHandler) : base(clientSettings, requestHandler) { DataReceived += ClientWebSocket_DataReceived; }
/// <summary> /// /// </summary> /// <param name="clientSettings"></param> /// <param name="requestHandler"></param> protected ClientWebSocket(ClientSocketSettings clientSettings, RequestHandler requestHandler) : base(clientSettings, requestHandler) { DataReceived += ClientWebSocket_DataReceived; }
public BaseSocketProxy(string host, int port) { _ipAddress = Dns.GetHostAddresses(host).First(); _remoteEP = new IPEndPoint(_ipAddress, port); setting = new ClientSocketSettings(BufferSize, _remoteEP); }