示例#1
0
        private static void DisconnectUser(PlayerConnection connection)
        {
            lock (locker)
            {
                if (connection != null)
                {
                    if (connection.ConnectionSocket != null)
                    {
                        connection.ConnectionSocket.Close();
                    }

                    if (EntityConnections.Contains(connection))
                    {
                        EntityConnections.Remove(connection);

                        connection.Dispose();
                    }
                }
            }
        }
示例#2
0
        private static void AcceptCallback(IAsyncResult result)
        {
            PlayerConnection connection = new PlayerConnection();
            bool EntityError = false;
            try
            {
                // Finish accepting the connection.
                using (Socket s = (Socket)result.AsyncState)
                {
                    connection.ConnectionSocket = s.EndAccept(result);
                    connection.Buffer = new byte[connection.Buffer.Length];
                    lock (locker)
                    {
                        EntityConnections.Add(connection);
                    }
                    // Queue the receiving of data from the connection.
                    connection.ConnectionSocket.BeginReceive(connection.Buffer, 0, connection.Buffer.Length, SocketFlags.None,
                                                             new AsyncCallback(ReceiveCallback), connection);

                }
            }
            catch (Exception)
            {
                EntityError = true;
            }
            finally
            {
                if (EntityError)
                {
                    DisconnectUser(connection);
                }

                // Accept the next incoming connection.
                _serverSocket.BeginAccept(new AsyncCallback(AcceptCallback), _serverSocket);
            }
        }