/// <summary> /// 发送指定牌组和头信息给客户端 /// </summary> /// <param name="head">头信息</param> /// <param name="pg">牌组</param> /// <param name="client">客户端编号,只能是1,2</param> /// <returns>是否发送成功</returns> public bool SendDataForClient(string head, PokerGroup pg, int client) { NetworkStream Ns = null; if (client == 1) { Ns = this.client1.GetStream(); } if (client == 2) { Ns = this.client2.GetStream();//得到客户端的网络流对象 } if (client != 1 && client != 2) { return(false); } byte[] bytePg = pg.GetBuffer(); //通过2个 MemoryStream对象获取代表2组牌的 比特流对象 string strPg = Encoding.Default.GetString(bytePg); string strSender = head + strPg; //组合两个字符串 byte[] byteSender = Encoding.Default.GetBytes(strSender); //把要发送的数据转换为byte[] Ns.Write(byteSender, 0, byteSender.Length); //把2个比特流对象写入server与client的连接管道中 Thread.Sleep(sleep); return(true); }
public bool SendDataForServer(PokerGroup pg) { NetworkStream Ns = this.client.GetStream(); byte[] bytes = pg.GetBuffer(); Ns.Write(bytes, 0, bytes.Length); Thread.Sleep(sleep); return(true); }
public bool SendDataForServer(string head, PokerGroup pg) { NetworkStream Ns = client.GetStream(); byte[] bytePg = pg.GetBuffer(); //通过2个 MemoryStream对象获取代表2组牌的 比特流对象 string strPg = Encoding.Default.GetString(bytePg); string strSender = head + strPg; //组合两个字符串 byte[] byteSender = Encoding.Default.GetBytes(strSender); //把要发送的数据转换为byte[] Ns.Write(byteSender, 0, byteSender.Length); //把2个比特流对象写入server与client的连接管道中 Thread.Sleep(sleep); return(true); }
/// <summary> /// 发送牌组给客户端 /// </summary> /// <param name="pg">牌组</param> /// <param name="client">客户端的编号,只能是1,2</param> /// <returns>是否发送成功</returns> public bool SendDataForClient(PokerGroup pg, int client) { NetworkStream Ns = null; if (client == 1) { Ns = this.client1.GetStream(); } if (client == 2) { Ns = this.client2.GetStream();//得到客户端的网络流对象 } if (client != 1 && client != 2) { return(false); } byte[] bytePg = pg.GetBuffer(); //通过2个 MemoryStream对象获取代表2组牌的 比特流对象 Ns.Write(bytePg, 0, bytePg.Length); //把2个比特流对象写入server与client的连接管道中 Thread.Sleep(sleep); return(true); }