public void SaveServerClient(Server server) { //Verify that we have a directory to place the file into. if (!Directory.Exists(GameStorePath.gamepathconfig)) { Directory.CreateDirectory(GameStorePath.gamepathconfig); } XmlSerializer serializer = new XmlSerializer(typeof(ServerClient)); TextWriter textWriter = new StreamWriter(Path.Combine(GameStorePath.gamepathconfig, "ServerClient.txt")); //Check to see if config has been initialized if (server.serverClient == null) { server.serverClient = new ServerClient(); } if (server.serverClient.Groups.Count == 0) { server.serverClient.Groups = ServerClientMisc.getDefaultGroups(); } if (server.serverClient.Clients.Count == 0) { server.serverClient.Clients = ServerClientMisc.getDefaultClients(); } server.serverClient.Clients.Sort(); //Serialize the ServerConfig class to XML serializer.Serialize(textWriter, server.serverClient); textWriter.Close(); }
public override string ToString() { string ip = ""; if (this.socket != null) { ip = (this.socket.RemoteEndPoint()).AddressToString(); } // Format: Playername:Group:Privileges IP return(string.Format("{0}:{1}:{2} {3}", this.playername, this.clientGroup.Name, ServerClientMisc.PrivilegesString(this.privileges), ip)); }