public GameServerLogicForPlayer(System.Net.Sockets.UdpClient udpClient)
 {
     _cancellationTokenSource                    = new System.Threading.CancellationTokenSource();
     _myUdpClient                                = udpClient;
     _gameServerMessenger                        = new GameCom.ClientMessenger(_myUdpClient, _cancellationTokenSource.Token);
     _gameServerMessenger.SocketEventInfo       += _gameServerMessenger_SocketEventInfo;
     GameCom.ClientMessenger.ReceivedDataLog    += ClientMessenger_ReceivedDataLog;
     _gameServerMessenger.HandleRecievedMessage += HandleRecievedMessage;
 }
示例#2
0
        public PlayerLogicForGameServer(int listenPort)
        {
            AddGames();//TODO: for debug
            var localEp     = new System.Net.IPEndPoint(System.Net.IPAddress.Any, listenPort);
            var myUdpClient = new System.Net.Sockets.UdpClient(localEp);

            myUdpClient.Client.ReceiveTimeout       = 1000;
            this._serverComManager                  = new ComManager.ServerComManager(myUdpClient);
            this._serverComManager.SocketEventInfo += _serverComManager_SocketEventInfo;;
            _cancellationTokenSource                = new System.Threading.CancellationTokenSource();
            _clientMessenger = new GameCom.ClientMessenger(myUdpClient, _cancellationTokenSource.Token);
            _clientMessenger.SocketEventInfo       += _serverComManager_SocketEventInfo;
            _clientMessenger.HandleRecievedMessage += HandleRecievedMessage;
            _serverComManager.ReceivedDataLog      += _serverComManager_ReceivedDataLog;
            _serverComManager.SocketEventInfo      += _serverComManager_SocketEventInfo1;
        }