public void SendMeClicking() { DeveOutgoingMessage outje = new DeveOutgoingMessage(); outje.WriteInt32((int)ServerReceiveMessageType.NewButtonState); //Identifier for command message outje.WriteString(stringtosend); outje.WriteString(pressed.ToString()); game.SendMessage(outje); }
public void CreateSocket() { IPAddress ipAddress = IPAddress.Parse("192.168.2.15"); int port = 1337; // create endpoint var ipAddress = IPAddress.Parse(host); endpoint = new IPEndPoint(ipAddress, port); // create event args var args = new SocketAsyncEventArgs(); args.RemoteEndPoint = endpoint; args.Completed += new EventHandler<SocketAsyncEventArgs>(args_Completed); DeveOutgoingMessage dom = new DeveOutgoingMessage(DeveMessageType.Data); dom.WriteInt32((int)ServerReceiveMessageType.LoginMessageControlClient); byte[] buffer = dom.GetBytes(); args.SetBuffer(buffer, 0, buffer.Length); // create a new socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); socket.NoDelay = true; // connect socket bool completesAsynchronously = socket.ConnectAsync(args); }
public void SendMessage(DeveOutgoingMessage dom) { if (socket.Connected) { // create event args var args = new SocketAsyncEventArgs(); args.RemoteEndPoint = endpoint; args.Completed += new EventHandler<SocketAsyncEventArgs>(argsSend_Completed); //DeveOutgoingMessage dom = new DeveOutgoingMessage(DeveMessageType.Data); //dom.WriteInt32(1); //dom.WriteString(direction); byte[] buffer = dom.GetBytes(); args.SetBuffer(buffer, 0, buffer.Length); // connect socket bool completesAsynchronously = socket.SendAsync(args); // check if the completed event will be raised. // if not, invoke the handler manually. if (!completesAsynchronously) { args_Completed(socket, args); } } }