// This is called when we want to raise the StatusChanged event public static void OnStatusChanged(StatusChangedEventArgs e) { StatusChangedEventHandler statusHandler = StatusChanged; if (statusHandler != null) { // Invoke the delegate statusHandler(null, e); } }
// Send messages from one user to all the others public static void SendMessage(string From, string Message) { StreamWriter swSenderSender; // First of all, show in our application who says what e = new StatusChangedEventArgs(From + ": " + Message); OnStatusChanged(e); // Create an array of TCP clients, the size of the number of users we have TcpClient[] tcpClients = new TcpClient[ChatServer.htUsers.Count]; // Copy the TcpClient objects into the array ChatServer.htUsers.Values.CopyTo(tcpClients, 0); // Loop through the list of TCP clients for (int i = 0; i < tcpClients.Length; i++) { // Try sending a message to each try { // If the message is blank or the connection is null, break out if (Message.Trim() == "" || tcpClients[i] == null) { continue; } // Send the message to the current user in the loop swSenderSender = new StreamWriter(tcpClients[i].GetStream()); swSenderSender.WriteLine(From + ": " + Message); swSenderSender.Flush(); swSenderSender = null; } catch // If there was a problem, the user is not there anymore, remove him { RemoveUser(tcpClients[i]); } } }
public void mainServer_StatusChanged(object sender, StatusChangedEventArgs e) { this.Invoke(new UpdateStatusCallback(this.UpdateStatus), new object[] { e.EventMessage }); }