本文整理汇总了C#中ConnectState类的典型用法代码示例。如果您正苦于以下问题:C# ConnectState类的具体用法?C# ConnectState怎么用?C# ConnectState使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
ConnectState类属于命名空间,在下文中一共展示了ConnectState类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AlertWindow
void AlertWindow(int windowId)
{
GUILayout.BeginVertical();
string msg = "";
switch (connectState) {
case ConnectState.CONNECTING:
msg = "Connecting...";
break;
case ConnectState.STARTING:
msg = "Starting server...";
break;
case ConnectState.FAILED_CONN:
msg = "Failed to connect to server. Please try again.";
break;
case ConnectState.FAILED_SERVE:
msg = "Failed to start the server. Please try again.";
break;
}
GUILayout.Label (msg);
if (connectState == ConnectState.FAILED_CONN || connectState == ConnectState.FAILED_SERVE) {
GUILayout.Space (10);
if (GUILayout.Button("OK")) {
connectState = ConnectState.IDLE;
}
}
GUILayout.EndVertical ();
}
示例2: Terminal
//public Terminal( bool _carNetType, string _romVersion, string _Phone)
//{
// //_Id = System.BitConverter.ToUInt32(bId, 0);
// _CarNetType = _carNetType;
// _romversion = _romVersion;
// _phone = _Phone;
// //获取分配的ID,或者已存在的ID
// //_gprsPeriod = _gprsperiod;
// //_Maker = _maker;
// //_RegTime = regTime;
// _state = ConnectState.Disconnect;//数据库获取,未链接的
// th = new System.Threading.Thread(new System.Threading.ThreadStart(CheckConnect));
// th.Start();
//}
/// <summary>
/// 从数据库获取出来的
/// </summary>
/// <param name="bId"></param>
/// <param name="_carNetType"></param>
/// <param name="_romVersion"></param>
/// <param name="_Phone"></param>
/// <param name="_gprsperiod"></param>
/// <param name="_maker"></param>
/// <param name="regTime"></param>
public Terminal(byte[] bId, bool _carNetType, string _romVersion, string _Phone, int _gprsperiod, Int64 _maker, DateTime regTime)
{
_Id = System.BitConverter.ToUInt32(bId, 0);
_CarNetType = _carNetType;
_romversion = _romVersion;
_phone = _Phone;
_gprsPeriod = _gprsperiod;
_Maker = _maker;
_RegTime = regTime;
_state = ConnectState.Disconnect;//数据库获取,未链接的
th = new System.Threading.Thread(new System.Threading.ThreadStart(CheckConnect));
th.Start();
}
示例3: BeginConnect
public void BeginConnect( string host, int port, Action<bool, INetworkConnection> callback )
{
ConnectState state = new ConnectState
{
Callback = callback,
Socket = new Socket( AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp )
};
//state.Socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.Linger, false );
//state.Socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.KeepAlive, false );
state.Socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, NetworkConnection.BufferLength );
state.Socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendBuffer, NetworkConnection.BufferLength );
state.Socket.BeginConnect( host, port, HandleConnect, state );
}
示例4: NetworkClient
/// <summary>
/// <para>Creates a new NetworkClient instance.</para>
/// </summary>
public NetworkClient()
{
this.m_NetworkConnectionClass = typeof(NetworkConnection);
this.m_ServerIp = "";
this.m_ClientId = -1;
this.m_ClientConnectionId = -1;
this.m_MessageHandlers = new NetworkMessageHandlers();
this.m_AsyncConnect = ConnectState.None;
this.m_RequestedServerHost = "";
if (LogFilter.logDev)
{
Debug.Log("Client created version " + UnityEngine.Networking.Version.Current);
}
this.m_MsgBuffer = new byte[0xffff];
this.m_MsgReader = new NetworkReader(this.m_MsgBuffer);
AddClient(this);
}
示例5: DownloadFile
public bool DownloadFile(Uri uri, String fileName)
{
this.fileName = fileName;
statusCode = "Unknown";
contentLength = 0;
try {
WebRequest webRequest = HttpWebRequest.Create(uri);
webRequest.BeginGetResponse(new AsyncCallback(requestCallBack), webRequest);
State = ConnectState.Connect;
} catch (Exception e) {
Console.WriteLine(e);
State = ConnectState.Failed;
ErrorEventArgs args = new ErrorEventArgs();
args.Message = e.Message;
OnErrorOccurred(args);
return false;
}
return true;
}
示例6: _onConnectStatus
public void _onConnectStatus(ConnectState state)
{
KBEngine.Event.deregisterIn(this);
bool success = (state.error == "" && valid());
if(success)
{
Dbg.DEBUG_MSG(string.Format("NetworkInterface::_onConnectStatus(), connect to {0} is success!", state.socket.RemoteEndPoint.ToString()));
_packetReceiver = new PacketReceiver(this);
_packetReceiver.startRecv();
}
else
{
Dbg.ERROR_MSG(string.Format("NetworkInterface::_onConnectStatus(), connect is error! ip: {0}:{1}, err: {2}", state.connectIP, state.connectPort, state.error));
}
Event.fireOut("onConnectStatus", new object[]{success});
if (state.connectCB != null)
state.connectCB(state.connectIP, state.connectPort, success, state.userData);
}
示例7: connectTo
public void connectTo(string ip, int port, ConnectCallback callback, object userData)
{
if (valid())
throw new InvalidOperationException( "Have already connected!" );
if(!(new Regex( @"((?:(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d)))\.){3}(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d))))")).IsMatch(ip))
{
IPHostEntry ipHost = Dns.GetHostEntry (ip);
ip = ipHost.AddressList[0].ToString();
}
// Security.PrefetchSocketPolicy(ip, 843);
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, KBEngineApp.app.getInitArgs().getRecvBufferSize() * 2);
_socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.SendBuffer, KBEngineApp.app.getInitArgs().getSendBufferSize() * 2);
_socket.NoDelay = true;
ConnectState state = new ConnectState();
state.connectIP = ip;
state.connectPort = port;
state.connectCB = callback;
state.userData = userData;
state.socket = _socket;
state.networkInterface = this;
Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ...");
// 先注册一个事件回调,该事件在当前线程触发
Event.registerIn("_onConnectStatus", this, "_onConnectStatus");
try
{
_socket.BeginConnect(new IPEndPoint(IPAddress.Parse(ip), port), new AsyncCallback(connectCB), state);
}
catch (Exception e)
{
state.error = e.ToString();
Event.fireIn("_onConnectStatus", new object[]{state});
}
}
示例8: Update
void Update()
{
// DRAG OBJECT ORIGIN STATES
if (thisConnectState == ConnectState.DragObjOriginReturned)
{
Debug.Log (this + " is returned");
thisConnectState = ConnectState.DragObjOriginPresent;
this.renderer.enabled = true;
}
if (thisConnectState == ConnectState.DragObjOriginLifted)
{
Debug.Log (this + " is lifted");
thisConnectState = ConnectState.DragObjOriginNotPresent;
this.renderer.enabled = false;
}
// DRAG OBJECT TARGET STATES
if (thisConnectState == ConnectState.DragObjTargetConnectionMade)
{
Debug.Log (this + " is connected");
thisConnectState = ConnectState.DragObjTargetConnected;
renderer.material.SetTextureOffset("_MainTex", new Vector2(0.5f,0f));
}
}
示例9: FromConnectState
/// <summary>
/// Creates a new instance of the TcpState class from an exisiting <see cref="ConnectState"/>.
/// </summary>
/// <param name="cs">The <see cref="ConnectState"/></param>
/// <param name="stream">The <see cref="Stream"/> of the connection</param>
/// <param name="buffer">The buffer to hold the response</param>
/// <returns><see cref="TcpState"/></returns>
public static ResponseState FromConnectState(ConnectState cs, Stream stream, byte[] buffer)
{
ResponseState state = new ResponseState();
state.Request = cs.Request;
state.Stream = stream;
state.Buffer = buffer;
return state;
}
示例10: ProcessConnect
/// <summary>
/// Callback method for asynchronous connect operation.
/// </summary>
private void ProcessConnect(ConnectState connectState)
{
ReceiveState receiveState = null;
SendState sendState = null;
try
{
// Quit if this connection loop has been cancelled
if (connectState.Token.Cancelled)
return;
// Increment the number of connection attempts that
// have occurred in this asynchronous connection loop
connectState.ConnectionAttempts++;
// Check the SocketAsyncEventArgs for errors during the asynchronous connection attempt
if (connectState.ConnectArgs.SocketError != SocketError.Success)
throw new SocketException((int)connectState.ConnectArgs.SocketError);
// Set the size of the buffer used by the socket to store incoming data from the server
connectState.Socket.ReceiveBufferSize = ReceiveBufferSize;
if (m_integratedSecurity)
{
#if !MONO
// Check the state of cancellation one more time before
// proceeding to the next step of the connection loop
if (connectState.Token.Cancelled)
return;
// Create the SslStream object used to perform
// send and receive operations on the socket
connectState.NetworkStream = new NetworkStream(connectState.Socket, false);
connectState.NegotiateStream = new NegotiateStream(connectState.NetworkStream, true);
connectState.NegotiateStream.BeginAuthenticateAsClient(m_networkCredential ?? (NetworkCredential)CredentialCache.DefaultCredentials, string.Empty, ProcessIntegratedSecurityAuthentication, connectState);
#endif
}
else
{
// Initialize the SocketAsyncEventArgs for receive operations
connectState.ReceiveArgs = FastObjectFactory<SocketAsyncEventArgs>.CreateObjectFunction();
connectState.ReceiveArgs.SetBuffer(new byte[ReceiveBufferSize], 0, ReceiveBufferSize);
if (m_payloadAware)
connectState.ReceiveArgs.Completed += (sender, args) => ProcessReceivePayloadAware((ReceiveState)args.UserToken);
else
connectState.ReceiveArgs.Completed += (sender, args) => ProcessReceivePayloadUnaware((ReceiveState)args.UserToken);
// Initialize the SocketAsyncEventArgs for send operations
connectState.SendArgs = FastObjectFactory<SocketAsyncEventArgs>.CreateObjectFunction();
connectState.SendArgs.SetBuffer(new byte[SendBufferSize], 0, SendBufferSize);
connectState.SendArgs.Completed += (sender, args) => ProcessSend((SendState)args.UserToken);
// Initialize state object for the asynchronous send loop
sendState = new SendState();
sendState.Token = connectState.Token;
sendState.Socket = connectState.Socket;
sendState.ReceiveArgs = connectState.ReceiveArgs;
sendState.SendArgs = connectState.SendArgs;
sendState.SendArgs.UserToken = sendState;
// Store sendState in m_sendState so that calls to Disconnect
// and Dispose can dispose resources and cancel asynchronous loops
m_sendState = sendState;
// Check the state of cancellation one more time before
// proceeding to the next step of the connection loop
if (connectState.Token.Cancelled)
return;
// Notify of established connection
m_connectWaitHandle.Set();
OnConnectionEstablished();
// Initialize state object for the asynchronous receive loop
receiveState = new ReceiveState();
receiveState.Token = connectState.Token;
receiveState.Socket = connectState.Socket;
receiveState.Buffer = connectState.ReceiveArgs.Buffer;
receiveState.ReceiveArgs = connectState.ReceiveArgs;
receiveState.ReceiveArgs.UserToken = receiveState;
receiveState.SendArgs = connectState.SendArgs;
// Store receiveState in m_receiveState so that calls to Disconnect
// and Dispose can dispose resources and cancel asynchronous loops
m_receiveState = receiveState;
// Start receiving data
if (m_payloadAware)
ReceivePayloadAwareAsync(receiveState);
else
ReceivePayloadUnawareAsync(receiveState);
// Further socket interactions are handled through the ReceiveArgs
// and SendArgs objects, so the ConnectArgs is no longer needed
connectState.ConnectArgs.Dispose();
}
//.........这里部分代码省略.........
示例11: ConnectAsync
/// <summary>
/// Connects the <see cref="TcpClient"/> to the server asynchronously.
/// </summary>
/// <exception cref="InvalidOperationException">Attempt is made to connect the <see cref="TcpClient"/> when it is not disconnected.</exception>
/// <returns><see cref="WaitHandle"/> for the asynchronous operation.</returns>
public override WaitHandle ConnectAsync()
{
ConnectState connectState = null;
Match endpoint;
string integratedSecuritySetting;
if (CurrentState == ClientState.Disconnected && !m_disposed)
{
try
{
// If we do not already have a wait handle to use
// for connections, get one from the base class
if ((object)m_connectWaitHandle == null)
m_connectWaitHandle = (ManualResetEvent)base.ConnectAsync();
// Create state object for the asynchronous connection loop
connectState = new ConnectState();
// Store connectState in m_connectState so that calls to Disconnect
// and Dispose can dispose resources and cancel asynchronous loops
m_connectState = connectState;
OnConnectionAttempt();
m_connectWaitHandle.Reset();
// Overwrite config file if integrated security exists in connection string
if (m_connectData.TryGetValue("integratedSecurity", out integratedSecuritySetting))
m_integratedSecurity = integratedSecuritySetting.ParseBoolean();
#if MONO
// Force integrated security to be False under Mono since it's not supported
m_integratedSecurity = false;
#endif
// Initialize state object for the asynchronous connection loop
endpoint = Regex.Match(m_connectData["server"], Transport.EndpointFormatRegex);
connectState.ConnectArgs.RemoteEndPoint = Transport.CreateEndPoint(endpoint.Groups["host"].Value, int.Parse(endpoint.Groups["port"].Value), m_ipStack);
connectState.ConnectArgs.SocketFlags = SocketFlags.None;
connectState.ConnectArgs.UserToken = connectState;
connectState.ConnectArgs.Completed += (sender, args) => ProcessConnect((ConnectState)args.UserToken);
// Create client socket
connectState.Socket = Transport.CreateSocket(m_connectData["interface"], 0, ProtocolType.Tcp, m_ipStack, m_allowDualStackSocket);
// Initiate the asynchronous connection loop
ConnectAsync(connectState);
}
catch (Exception ex)
{
// Log exception during connection attempt
OnConnectionException(ex);
// Terminate the connection
if ((object)connectState != null)
TerminateConnection(connectState.Token);
// Ensure that the wait handle is set so that operations waiting
// for completion of the asynchronous connection loop can continue
if ((object)m_connectWaitHandle != null)
m_connectWaitHandle.Set();
}
finally
{
// If the operation was cancelled during execution,
// make sure to dispose of erroneously allocated resources
if ((object)connectState != null && connectState.Token.Cancelled)
connectState.Dispose();
}
}
// Return the wait handle that signals completion
// of the asynchronous connection loop
return m_connectWaitHandle;
}
示例12: ConnectTDPCallback
private void ConnectTDPCallback(IAsyncResult ar)
{
if (closed)
{
return;
}
try
{
remoteTDP.EndConnect(ar);
speedTester.EndConnect();
server.ServerSpeedLog().AddConnectTime((int)(speedTester.timeConnectEnd - speedTester.timeConnectBegin).TotalMilliseconds);
ConnectState _state = this.State;
if (_state == ConnectState.CONNECTING)
{
this.State = ConnectState.CONNECTED;
StartPipe();
}
else if (_state == ConnectState.CONNECTED)
{
//ERROR
}
}
catch (Exception e)
{
LogSocketException(e);
if (!Logging.LogSocketException(server.remarks, server.server, e))
Logging.LogUsefulException(e);
this.Close();
}
}
示例13: Connect
private void Connect()
{
lock (server)
{
server.ServerSpeedLog().AddConnectTimes();
if (this.State == ConnectState.HANDSHAKE)
{
this.State = ConnectState.CONNECTING;
}
server.GetConnections().AddRef(this.connection);
encryptor = EncryptorFactory.GetEncryptor(server.method, server.password);
encryptorUDP = EncryptorFactory.GetEncryptor(server.method, server.password);
}
this.obfs = ObfsFactory.GetObfs(server.obfs);
closed = false;
{
IPAddress ipAddress;
string serverURI = server.server;
int serverPort = server.server_port;
if (socks5RemotePort > 0)
{
serverURI = socks5RemoteHost;
serverPort = socks5RemotePort;
}
bool parsed = IPAddress.TryParse(serverURI, out ipAddress);
if (!parsed)
{
//IPHostEntry ipHostInfo = Dns.GetHostEntry(serverURI);
//ipAddress = ipHostInfo.AddressList[0];
if (server.DnsBuffer().isExpired(serverURI))
{
Dns.BeginGetHostEntry(serverURI, new AsyncCallback(DnsCallback), null);
return;
}
else
{
ipAddress = server.DnsBuffer().ip;
}
}
//else
BeginConnect(ipAddress, serverPort);
}
}
示例14: Start
public void Start(byte[] firstPacket, int length)
{
this._firstPacket = firstPacket;
this._firstPacketLength = length;
if (socks5RemotePort > 0)
{
autoSwitchOff = false;
}
if (this.State == ConnectState.READY)
{
this.State = ConnectState.HANDSHAKE;
this.HandshakeReceive();
}
}
示例15: MapLoading
/*
=====================
CL_MapLoading
A local server is starting to load a map, so update the
screen to let the user know about it, then dump all client
memory on the hunk from cgame, ui, and renderer
=====================
*/
internal void MapLoading()
{
if (!Common.Instance.cl_running.Bool)
return;
// if we are already connected to the local host, stay connected
if ((int)state >= (int)ConnectState.CONNECTED && servername.Equals("localhost"))
{
state = ConnectState.CONNECTED; // so the connect screen is drawn
clc.serverMessage = "";
cl.gamestate.data.Clear();
clc.lastPacketSentTime = -9999;
UpdateScreen();
}
else
{
CVars.Instance.Set("nextmap", "");
Disconnect(true);
servername = "localhost";
state = ConnectState.CHALLENGING; // so the connect screen is drawn
UpdateScreen();
clc.connectTime = -3000;
IPEndPoint end = new IPEndPoint(IPAddress.Parse("127.0.0.1"), Net.Instance.net_port.Integer);
clc.serverAddress = end; // cls.servername FIX
// we don't need a challenge on the localhost
CheckForResend();
}
}