static void Main(string[] args) { NetPacketProcessor _netPacketProcessor = new NetPacketProcessor(); LCRClient listener = new LCRClient(); NetManager client = new NetManager(listener); listener.client = client; client.Start(); var server = client.Connect("localhost" /* host ip or name */, 9050 /* port */, "SomeConnectionKey" /* text key or NetDataWriter */); client.DisconnectTimeout = 6000; pl mpl = new pl { Name = "Bob", Tickets = 3 }; NetDataWriter dw = new NetDataWriter(); listener.tpl = mpl; SamplePacket samPack = new SamplePacket { }; Thread.Sleep(500); while (server.ConnectionState != ConnectionState.Connected) { int cd = 1000; Console.WriteLine($"[Client {DateTime.Now}] connection to localhost port 9050 failed. Trying again in {cd} ms."); Thread.Sleep(cd); server = client.Connect("localhost" /* host ip or name */, 9050 /* port */, "SomeConnectionKey" /* text key or NetDataWriter */); } listener.AttachServer(server); while (server.ConnectionState == ConnectionState.Connected) { client.PollEvents(); Thread.Sleep(15); if (Console.KeyAvailable) { var key = Console.ReadKey(false); if (key.KeyChar == 'r') { listener.SendPacket(listener.tpl); } else if (key.KeyChar == 'c') { CreateGamePacket cgp = new CreateGamePacket(); listener.SendCreateGameRequest(cgp); } } if (server.ConnectionState != ConnectionState.Connected) { break; } } client.Stop(); }
private void ProcessNewGame(CreateGamePacket cgp, NetPeer p) { LCRLobby g = new LCRLobby(cgp.Id, cgp.Playernum); GameList.Add(g); cgp.Success = true; Console.WriteLine($"{ServerSignature} game created! ID:{cgp.Id} Players:{cgp.Playernum}"); _netPacketProcessor.SendNetSerializable(p, cgp, DeliveryMethod.ReliableOrdered); }
private void ProcessNewGame(CreateGamePacket arg1, NetPeer arg2) { if (arg1.Success) { Console.WriteLine($"{ClientSignature} game created! ID:{arg1.Id} Players:{arg1.Playernum}"); theGame = new LCRLobby(arg1.Id, arg1.Playernum); } else { Console.WriteLine($"{ClientSignature} game failed! ID:{arg1.Id} Players:{arg1.Playernum}"); } }
public void SendCreateGameRequest(CreateGamePacket cgp) { Console.WriteLine($"{ClientSignature} creating game: ID:{cgp.Id} Players:{cgp.Playernum}"); _netPacketProcessor.SendNetSerializable <CreateGamePacket>(Server, cgp, DeliveryMethod.ReliableOrdered); }