public static void Main(string[] args) { Console.WriteLine("[CLIENT] Testing Lidgren-Network-v3..."); NetPeerConfiguration clientConfig = new NetPeerConfiguration("test"); clientConfig.EnableMessageType(NetIncomingMessageType.DiscoveryResponse); NetClient client = new NetClient(clientConfig); client.Start(); SynchronizationContext.SetSynchronizationContext(new SynchronizationContext()); client.RegisterReceivedCallback(new SendOrPostCallback(GotMessage)); Console.WriteLine("IP to connect to: "); String ip = Console.ReadLine(); client.Connect(new System.Net.IPEndPoint(System.Net.IPAddress.Parse(ip), 12345)); while(true) { string msg = Console.ReadLine(); NetOutgoingMessage sendMsg = client.CreateMessage(); sendMsg.Write("[CLIENT] " + msg); client.SendMessage(sendMsg, NetDeliveryMethod.ReliableOrdered); } }
public NetworkClient(string Host, int Port) { Config = new NetPeerConfiguration("GameServer01"); ClientConnection = new NetClient(Config); ClientConnection.Start(); ClientConnection.Connect(Host, Port); }
public void SetUpConnection() { configuration = new NetPeerConfiguration("PingPong"); configuration.EnableMessageType(NetIncomingMessageType.WarningMessage); configuration.EnableMessageType(NetIncomingMessageType.VerboseDebugMessage); configuration.EnableMessageType(NetIncomingMessageType.ErrorMessage); configuration.EnableMessageType(NetIncomingMessageType.Error); configuration.EnableMessageType(NetIncomingMessageType.DebugMessage); configuration.EnableMessageType(NetIncomingMessageType.ConnectionApproval); configuration.EnableMessageType(NetIncomingMessageType.Data); switch (networkRole) { case GamerNetworkType.Client: Client = new NetClient(configuration); Client.Start(); Client.Connect(new IPEndPoint(NetUtility.Resolve(IP), Convert.ToInt32(Port))); break; case GamerNetworkType.Server: configuration.Port = Convert.ToInt32(Port); Server = new NetServer(configuration); Server.Start(); break; default: throw new ArgumentException("Network type was not set"); } }
public Boolean Connect() { var result = true; if (nethandler == null || netaddress == null || netport == 0) { result = false; } else { if (netconn == null) { netconfig = new NetPeerConfiguration("AuthServer"); netconn = new Lidgren.Network.NetClient(netconfig); netconn.RegisterReceivedCallback(new SendOrPostCallback(nethandler), new SynchronizationContext()); } try { netconn.Start(); var hail = netconn.CreateMessage("Coming in hot!"); var conn = netconn.Connect(netaddress, netport, hail); result = true; } catch { result = false; } } return(result); }
public static void Main(string[] args) { Console.WriteLine("[CLIENT] Testing Lidgren-Network-v3..."); NetPeerConfiguration clientConfig = new NetPeerConfiguration("test"); clientConfig.EnableMessageType(NetIncomingMessageType.DiscoveryResponse); NetClient client = new NetClient(clientConfig); client.Start(); Console.WriteLine("IP to connect to: "); String ip = Console.ReadLine(); client.Connect("192.168.1.2", 80); while (true) { if (client.ServerConnection != null) { string msg = Console.ReadLine(); NetOutgoingMessage sendMsg = client.CreateMessage(); sendMsg.Write(msg); client.SendMessage(sendMsg, NetDeliveryMethod.ReliableOrdered); } } }
public static void Connect(IPEndPoint endpoint, MMDevice device, ICodec codec) { var config = new NetPeerConfiguration("airgap"); _client = new NetClient(config); _client.RegisterReceivedCallback(MessageReceived); _client.Start(); _waveIn = new WasapiLoopbackCapture(device); _codec = codec; _sourceFormat = _waveIn.WaveFormat; _targetFormat = new WaveFormat(_codec.SampleRate, _codec.Channels); // format to convert to _waveIn.DataAvailable += SendData; _waveIn.RecordingStopped += (sender, args) => Console.WriteLine("Stopped"); // TODO: RecordingStopped is called when you change the audio device settings, should recover from that NetOutgoingMessage formatMsg = _client.CreateMessage(); formatMsg.Write(_targetFormat.Channels); formatMsg.Write(_targetFormat.SampleRate); formatMsg.Write(codec.Name); _client.Connect(endpoint, formatMsg); }
public void InitClients(int netClientcount) { m_NetClientCount = netClientcount; Nets = new NetClient[m_NetClientCount]; TextNetMsgS = new string[m_NetClientCount]; m_lastSent = new double[m_NetClientCount]; TextNetMsgSB = new StringBuilder(); System.Net.IPAddress mask = null; System.Net.IPAddress local = NetUtility.GetMyAddress(out mask); // for (int i = 0; i < Nets.Length; i++) { NetPeerConfiguration config = new NetPeerConfiguration("many"); config.LocalAddress = local; #if DEBUG config.SimulatedLoss = 0.02f; #endif NetClient Net = new NetClient(config); Nets[i] = Net; Net.Start(); //Net.Connect("localhost", 14242); Net.Connect(new System.Net.IPEndPoint(config.LocalAddress, 14242)); // Application.DoEvents(); } }
private void SetupClient() { NetPeerConfiguration config = new NetPeerConfiguration("dystopia"); Client = new NetClient(config); Client.Start(); Client.Connect(NetUtility.Resolve(ServerIP, ServerPort)); }
/// <summary> /// Server constructor, starts the server and connects to all region servers. /// </summary> /// <remarks> /// TODO: Make the config file be able to be in a different location. Load from command line. /// </remarks> public MasterServer() { //Load this region server's junk from xml XmlSerializer deserializer = new XmlSerializer(typeof(MasterConfig)); MasterConfig masterconfig = (MasterConfig)deserializer.Deserialize(XmlReader.Create(@"C:\Users\Addie\Programming\Mobius\Mobius.Server.MasterServer\bin\Release\MasterData.xml")); //Start it with the name MobiusMasterServer, and let connection approvals be enabled var config = new NetPeerConfiguration(masterconfig.ServerName); config.Port = masterconfig.ServerPort; config.MaximumConnections = masterconfig.MaxConnections; config.EnableMessageType(NetIncomingMessageType.ConnectionApproval); LidgrenServer = new NetServer(config); RegionServers = new Dictionary<ushort, NetClient>(); foreach(RegionInfo info in masterconfig.RegionServers) { NetClient region = new NetClient(new NetPeerConfiguration(info.ServerName)); region.Start(); region.Connect(info.ServerIp, info.ServerPort); RegionServers.Add(info.RegionId, region); } //Initialize our data structures Users = new Dictionary<Guid, User>(); UserIdToCharacters = new Dictionary<Guid, List<Character>>(); //Start the server LidgrenServer.Start(); }
private void button1_Click(object sender, EventArgs e) { var config = new NetPeerConfiguration("Chat_lobby"); client = new NetClient(config); client.RegisterReceivedCallback(new SendOrPostCallback(GotMessage)); client.Start(); client.Connect("localhost", 12345); }
public Client() { NetPeerConfiguration config = new NetPeerConfiguration( "Client" ); config.Port = 14242; instance = new NetClient( config ); instance.Connect("192.168.1.1", 14242); }
public void Connect(string ip, int port) { var config = new NetPeerConfiguration("HORSEGLUERTS"); client = new NetClient(config); client.Start(); client.Connect(ip, port); //networkThread = new Thread(netThreadLoop); //networkThread.Start(); }
public long Connect(string host, ushort port) { var netClient = new Lidgren.Network.NetClient(_peerConfig); netClient.Start(); _clients.Add(netClient.UniqueIdentifier, netClient); var conn = netClient.Connect(host, port); return(netClient.UniqueIdentifier); }
public int Initialize(List<BaseUnit> VecUnits, Map map) { config = new NetPeerConfiguration("StarKampf"); client = new NetClient(config); client.Start(); client.Connect(host: "127.0.0.1", port: 12345); side = 0; // later somebody need make ini side in moment connecting to the server // later means never // это типа комментарий к комментарию, ну вы поняли да?) outMsg = client.CreateMessage(); unitsManager = new UnitsManager(VecUnits, map); return side; }
public Game1() { objlist = new List<ProxyObj>(); conf = new NetPeerConfiguration("Litrpg"); client = new NetClient(conf); client.Start(); client.Connect("127.0.0.1", 5410); texmap = new Dictionary<string, Texture2D>(); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
public void Connect(string ip) { // Create client with config and tell it to start then connect to the given IP. NetClient client = new NetClient(Config); client.Start(); client.Connect(ip, 25000); Peer = client; Console.WriteLine("Client has started."); }
public int Initialize(ref List<BaseUnit> VecUnits, Map map) { config = new NetPeerConfiguration("StarKampf"); client = new NetClient(config); client.Start(); client.Connect(host: "127.0.0.1", port: 12345); outMsg = client.CreateMessage(); this.VecUnits = VecUnits; unitsManager = new UnitsManager(ref VecUnits, map); OutComingCommandAboutIni = string.Empty; return side; }
public Client() { InitializeComponent(); NetPeerConfiguration config = new NetPeerConfiguration("many"); #if DEBUG config.SimulatedLoss = 0.02f; #endif Net = new NetClient(config); Net.Start(); Net.Connect("localhost", 14242); }
public NetworkWorld(DystopiaUI.States.IngameShipState _parent) { Parent = _parent; NetPeerConfiguration config = new NetPeerConfiguration("hybrid"); Clie = new NetClient(config); Clie.Start(); Clie.Connect("162.208.49.10", 28000); //sClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //Reader = new StreamReader(new NetworkStream(sClient, false)); //Writer = new StreamWriter(new NetworkStream(sClient, true)); //Writer.AutoFlush = true; }
public static void Initialize(string ip) { client = new NetClient(new NetPeerConfiguration("Fireworks") { AcceptIncomingConnections = false, ConnectionTimeout = 5 }); client.Start(); client.Connect(ip, 7007); new Thread(ListenForData).Start(); }
private static void Initialize() { NetPeerConfiguration config = new NetPeerConfiguration("jaunt"); config.EnableMessageType(NetIncomingMessageType.ConnectionLatencyUpdated); string ip = "giga.krash.net"; //Jared's IP int port = 12345; client = new NetClient(config); client.Start(); client.Connect(ip, port); clientPlayer = new Player(100, 100, -1); //Create the client's player }
public void Run() { // Client initialization config = new NetPeerConfiguration("stryferpg"); client = new NetClient(config); client.Start(); client.Connect("localhost", 1234); handler = new LoginMessageHandler(); // Messages receipt NetIncomingMessage message; while (!stop) { while ((message = client.ReadMessage()) != null) { switch (message.MessageType) { case NetIncomingMessageType.Data: SROrderMessage msg = NetworkSerializer.DeserializeObject<SROrderMessage>(message.ReadBytes(message.LengthBytes)); handler.Handle(msg); break; case NetIncomingMessageType.StatusChanged: switch (message.SenderConnection.Status) { case NetConnectionStatus.Connected: Console.WriteLine("Connected"); Console.WriteLine("Asking for server list..."); SRActionMessage action = new SRActionMessage(ActionType.GetServerList, ServiceType.Login); SendMessage(action); break; } break; case NetIncomingMessageType.DebugMessage: Console.WriteLine(message.ReadString()); break; default: Console.WriteLine("unhandled message with type: " + message.MessageType); break; } } Thread.Sleep(1); } }
public LinesClient(bool isLANGame) { this.isLANGame = isLANGame; config = NetworkGlobals.GetConfig(); client = new NetClient(config); tickTime = 1f; client.Start(); if (!isLANGame) { connection = client.Connect(NetworkGlobals.IP, NetworkGlobals.Port); } }
public static void ConnectPlayerToLobby(string playername, Color playercolor) { NetPeerConfiguration config = new NetPeerConfiguration("chat"); config.AutoFlushSendQueue = false; s_client = new NetClient(config); s_client.RegisterReceivedCallback(new SendOrPostCallback(LobbyForm.GotMessage)); string hailmessage = guid.ToString() + ";" + playername + ";" + Convert.ToString(playercolor.ToArgb()); s_client.Start(); NetOutgoingMessage hail = s_client.CreateMessage(hailmessage); s_client.Connect(settings.ServerAdresse, settings.ChatPort, hail); }
public static void ServerDiscoveredHandler(NetClient client, NetBuffer buffer) { System.Net.IPEndPoint buffer_copier = buffer.ReadIPEndPoint(); //Just connect to the first server we find Console.WriteLine("Client: Connecting to server: " + buffer_copier.ToString()); //Let server know the type of IOS client connecting NetBuffer buf = client.CreateBuffer(); buf.Write("Master"); //Connect client.Connect(buffer_copier, buf.ToArray()); }
public void SetupClient(string gameName, string ip = "127.0.0.1", int port = 14242) { // Create new client, with previously created configs var config = new NetPeerConfiguration(gameName); _listOfOtherPlayers = new List<HeroEntity>(); _client = new NetClient(config); _client.Start(); // Connect client, to ip previously requested from user var outmsg = _client.CreateMessage(); outmsg.Write(PacketType.Login); outmsg.WriteAllProperties(MainGame.MyHero.MyLoginInfo); _client.Connect(ip, port, outmsg); }
public bool Start() { var random = new Random(); _client = new NetClient(new NetPeerConfiguration("networkGame")); _client.Start(); Username = "******" + random.Next(0, 100); GroupId = "test"; var outmsg = _client.CreateMessage(); outmsg.Write(GroupId); outmsg.Write((byte)PacketType.Login); outmsg.Write(Username); _client.Connect("localhost", 14241, outmsg); return EsablishInfo(); }
static void Main(string[] args) { var config = new NetPeerConfiguration("enctest"); var client = new NetClient(config); client.Start(); System.Threading.Thread.Sleep(100); // give server time to start up client.Connect("localhost", 14242); var encryption = new NetAESEncryption(client, "Hallonpalt"); // loop forever while (true) { // read messages var inc = client.ReadMessage(); if (inc != null) { switch (inc.MessageType) { case NetIncomingMessageType.DebugMessage: case NetIncomingMessageType.WarningMessage: case NetIncomingMessageType.VerboseDebugMessage: case NetIncomingMessageType.ErrorMessage: Console.WriteLine(inc.ReadString()); break; case NetIncomingMessageType.StatusChanged: var status = (NetConnectionStatus)inc.ReadByte(); Console.WriteLine(inc.SenderConnection + " (" + status + ") " + inc.ReadString()); break; } } // if we're connected, get input and send if (client.ServerConnection != null && client.ServerConnection.Status == NetConnectionStatus.Connected) { Console.WriteLine("Type a message:"); var input = Console.ReadLine(); var msg = client.CreateMessage(); msg.Write(input); encryption.Encrypt(msg); var ok = client.SendMessage(msg, NetDeliveryMethod.ReliableOrdered); Console.WriteLine("Message sent: " + ok); } } }
public static void ConnectToServer() { NetPeerConfiguration netconfig = new NetPeerConfiguration("game"); netclient = new NetClient(netconfig); if (SynchronizationContext.Current == null) SynchronizationContext.SetSynchronizationContext(new SynchronizationContext()); netclient.RegisterReceivedCallback(new SendOrPostCallback(ReceivedData)); netclient.Start(); NetOutgoingMessage message = netclient.CreateMessage("Connect"); netclient.Connect(settings.ServerAdresse, settings.GamePort, message); }
public NetClient connectToServer(string ip, int port, string appname, int playernr, int entityID) { NetPeerConfiguration npc = new NetPeerConfiguration(appname); NetClient n = new NetClient(npc); n.Connect(ip, port); Debug.Log("Connected succesfully!"); NetOutgoingMessage mess = n.CreateMessage(); mess.Write(playernr); NetOutgoingMessage nm = n.CreateMessage(); nm.Write(entityID); n.SendMessage(mess, NetDeliveryMethod.ReliableOrdered); n.SendMessage(nm, NetDeliveryMethod.ReliableOrdered); Debug.Log("Cleared identity with server!"); return n; }
static List<Player> players; //This will hold all players info from server #endregion Fields #region Methods static void Main(string[] args) { SynchronizationContext.SetSynchronizationContext(new SynchronizationContext()); players = new List<Player>(); Config = new NetPeerConfiguration("DND Server");//APP ID Console.WriteLine("Created Client Configuration."); // Config.Port = _SERVERPORT; Client = new NetClient(Config); Console.WriteLine("Initialized client socket"); Client.RegisterReceivedCallback(new SendOrPostCallback(RecieveData)); //Register the recieve callback. Better if its before when the socket starts Client.Start();//start the socket Console.WriteLine("started the client socket"); Client.Connect("localhost", _SERVERPORT);//connect the client to the server Console.WriteLine("Requesting Connection to server"); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //An example input manager to get respont on console new Thread(new ThreadStart(delegate { string input; while ((input = Console.ReadLine()) != null) { Console.WriteLine("Console input."); string[] prms = input.Split(' ');//params for the input switch (prms[0])//The first param is the command name { case "/changename": //TODO: add code later break; case "/say": NetOutgoingMessage outmsg; outmsg = Client.CreateMessage(); outmsg.Write((byte)Headers.Chat); string Message = ""; for(int i = 1; i < prms.Length; i++) Message += prms[i] + " "; Message += "\n"; outmsg.Write(Message); Client.SendMessage(outmsg, NetDeliveryMethod.ReliableOrdered); break; } } })).Start(); //END INPUT MANAGEMENT }
public override void Start() { if (m_peer != null) { throw new InvalidOperationException("Client already running"); } NetPeerConfiguration config = new NetPeerConfiguration(m_name); m_peer = new NetClient(config); m_peer.Start(); NetOutgoingMessage hailMessage = m_peer.CreateMessage(); hailMessage.Write(CVars.name.value); m_peer.Connect(m_remoteEndPoint, hailMessage); }