//Approves the client connecting to the server public void ConnectionApproval(NetIncomingMessage inc) { Console.WriteLine("New Connection..."); var packet = PacketInfo.readFromMessage(inc); Console.WriteLine(packet.ToString()); Console.WriteLine(packet.getPacketType()); if (packet.getPacketType() == Packets.ClientPacketTypes.Type_Login) { Console.WriteLine("Connection Approved"); inc.SenderConnection.Approve(); Player player = CreatePlayer(inc); //SendNewPlayer(player, inc); Console.WriteLine(player.Name); var outMessage = server.CreateMessage(); outMessage.Write((byte)PacketType.Login); outMessage.Write(true); outMessage.Write(player.xPosition); outMessage.Write(player.yPosition); server.SendMessage(outMessage, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered, 0); var outMessage2 = server.CreateMessage(); outMessage2.Write((byte)PacketType.AllPlayers); //SendFullPlayerList(inc, outMessage2); SendNewPlayer(player, inc); Console.WriteLine("Finished Connect"); } else { inc.SenderConnection.Deny("Didn't send the right data..."); } }
/// <summary> /// Reads the packet info from a message. /// </summary> /// <param name="msg"></param> /// <returns></returns> private PacketInfo readPacketInfo(NetIncomingMessage msg) { return(PacketInfo.readFromMessage(msg)); }