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C# NetConnection.Disconnect方法代码示例

本文整理汇总了C#中Lidgren.Network.NetConnection.Disconnect方法的典型用法代码示例。如果您正苦于以下问题:C# NetConnection.Disconnect方法的具体用法?C# NetConnection.Disconnect怎么用?C# NetConnection.Disconnect使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Lidgren.Network.NetConnection的用法示例。


在下文中一共展示了NetConnection.Disconnect方法的6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: Dispatch

        internal void Dispatch(int id, object msg, NetConnection conn)
        {
            try {
                // 特殊处理认证消息
                if (id == (int)RoomMessageDefine.Msg_CR_ShakeHands) {
                    Msg_CR_ShakeHands shakehandsMsg = msg as Msg_CR_ShakeHands;
                    if (shakehandsMsg == null) {
                        return;
                    }
                    bool ret = RoomPeerMgr.Instance.OnPeerShakeHands(shakehandsMsg.auth_key, conn);
                    Msg_RC_ShakeHands_Ret builder = new Msg_RC_ShakeHands_Ret();
                    if (ret) {
                        builder.auth_result = Msg_RC_ShakeHands_Ret.RetType.SUCCESS;
                        IOManager.Instance.SendMessage(conn, RoomMessageDefine.Msg_RC_ShakeHands_Ret, builder);
                    } else {
                        builder.auth_result = Msg_RC_ShakeHands_Ret.RetType.ERROR;
                        IOManager.Instance.SendUnconnectedMessage(conn, RoomMessageDefine.Msg_RC_ShakeHands_Ret, builder);
                        conn.Disconnect("disconnect");
                    }
                    return;
                }

                RoomPeer peer = RoomPeerMgr.Instance.GetPeerByConnection(conn);
                // 没有认证连接的消息不进行处理
                if (peer == null) {
                    Msg_RC_ShakeHands_Ret builder = new Msg_RC_ShakeHands_Ret();
                    builder.auth_result = Msg_RC_ShakeHands_Ret.RetType.ERROR;
                    IOManager.Instance.SendUnconnectedMessage(conn, RoomMessageDefine.Msg_RC_ShakeHands_Ret, builder);

                    conn.Disconnect("unauthed");
                    LogSys.Log(LOG_TYPE.DEBUG, "unauthed peer {0} got message {1}, can't deal it!", conn.RemoteEndPoint.ToString(), msg.ToString());
                    return;
                }

                // 直接转发消息(或进行其它处理)
                MsgHandler msghandler;
                if (m_DicHandler.TryGetValue(id, out msghandler)) {
                    msghandler(msg, peer);
                }
                if (msg is Msg_Ping)
                    return;

                // 消息分发到peer
                RoomPeerMgr.Instance.DispatchPeerMsg(peer, id, msg);
            } catch (Exception ex) {
                LogSys.Log(LOG_TYPE.ERROR, "Exception {0}\n{1}", ex.Message, ex.StackTrace);
            }
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:48,代码来源:MessageDispatch.cs

示例2: DropClient

    public void DropClient(NetConnection connection, string message, params object[] args)
    {
        message = string.Format(message, args);

        Log(message);
        connection.Disconnect(message);
    }
开发者ID:davidhart,项目名称:micro,代码行数:7,代码来源:Server.cs

示例3: HandleConnectionForciblyClosed

 internal override void HandleConnectionForciblyClosed(NetConnection connection, SocketException sex)
 {
     if (connection != null)
         connection.Disconnect("Connection forcibly closed", 0, false, false);
     return;
 }
开发者ID:rcrowe,项目名称:ees_xplane,代码行数:6,代码来源:NetServer.cs

示例4: HandlePlayerConnected

    private void HandlePlayerConnected(NetConnection connection)
    {
        string name = connection.RemoteHailMessage.ReadString();

        if (Players.ConnectedCount >= MaxNumConnectedClients)
        {
            connection.Disconnect("Server is full");
            Log(string.Format("player connection attempt by {0}{1} rejected, server full", name, NetUtility.ToHexString(connection.RemoteUniqueIdentifier)));
            return;
        }

        if(currentGameMode != null && currentGameMode.AllowJoinInProgress == false)
        {
            connection.Disconnect("Cannot connect to game already in progress");
            Log(string.Format("player connection attempt by {0}{1} rejected, gamemode in progress", name, NetUtility.ToHexString(connection.RemoteUniqueIdentifier)));
            return;
        }

        RemotePlayer player = new RemotePlayer(connection.RemoteUniqueIdentifier, name);

        NetOutgoingMessage msg = CreateMessage(eServerToClientMessage.SessionInit);
        msg.Write(Players.SlotsCount);
        msg.Write(Players.ConnectedCount);
        foreach (RemotePlayer connectedPlayer in Players.ConnectedPlayers)
        {
            msg.Write(connectedPlayer.UniqueID);
            msg.Write(connectedPlayer.PlayerName);
            msg.Write(connectedPlayer.PlayerSlot);
            msg.Write((byte)connectedPlayer.Status);
        }
        server.SendMessage(msg, connection, NetDeliveryMethod.ReliableOrdered, 0);

        // Add player and try to default assign a slot
        Players.AddPlayer(player, true);

        Log(string.Format("player ({0} {1}) joined, slot {2}", name, NetUtility.ToHexString(connection.RemoteUniqueIdentifier), player.PlayerSlot));
    }
开发者ID:davidhart,项目名称:micro,代码行数:37,代码来源:Server.cs

示例5: PlayerConnect

 private void PlayerConnect(NetConnection sender)
 {
     Console.WriteLine("\"" + sender.RemoteEndpoint.Address + "\" has joined");
     int tempid = FindOpenSlot();
     if (tempid < 0)
         sender.Disconnect("Server Full");
     else
         sender.Tag = tempid;
     //msg.SenderConnection.Tag = TempCID;
     //TODO: Realm Style: Client sends a temp password for AES using the servers RSA key Client sends password using AES etc
 }
开发者ID:Tricon2-Elf,项目名称:DystopiaRPG,代码行数:11,代码来源:Server.cs

示例6: ProcessInboundMessage

        protected override NetBuffer ProcessInboundMessage(NetConnection from, NetBuffer message)
        {
            CryptoHostConnection connection;
            if (CryptoClients.ContainsKey(from))
                connection = CryptoClients[from];
            else
                return message;

            int code = -1;

            switch (connection.state)
            {
                case CryptoHostState.Authenticated:
                    return DecryptMessage(connection, message);

                case CryptoHostState.Invalid:
                    return null;

                case CryptoHostState.InitalConnect:
                    {
                        // should be the response with a random key encoded with the shit
                        code = message.ReadInt32();
                        if (code == CRYPTO_SECRET_MESSAGE)
                        {
                            connection.state = CryptoHostState.GotSecret;
                            connection.SetSecret(RSA.Decrypt(message.ReadBytes(message.ReadInt32()),false));
                            connection.secretVerifyString = new Random().Next().ToString();

                            // crypto the random string with the secret and send it back
                            NetBuffer b = new NetBuffer();
                            b.Write(CRYPTO_SECRET_VERIFY);
                            byte[] cryptoBuffer = connection.EncryptBuffer(new UTF8Encoding().GetBytes(connection.secretVerifyString));
                            b.Write(cryptoBuffer.Length);
                            b.Write(cryptoBuffer);
                            server.SendMessage(b, from, NetChannel.ReliableInOrder1);
                        }
                        else
                        {
                            NetBuffer errorBuffer = new NetBuffer();
                            errorBuffer.Write(CRYPTO_DENY);
                            errorBuffer.Write("Invalid Secret");
                            server.SendMessage(errorBuffer, from, NetChannel.ReliableInOrder1);
                            from.Disconnect("CryptoError", 1);
                            connection.state = CryptoHostState.Invalid;
                        }
                        return null;
                    }

                case CryptoHostState.GotSecret:
                    {
                        // should be the response with the properly encrypted sample
                        code = message.ReadInt32();
                        if (code == CRYPTO_SECRET_VERIFY)
                        {
                            // set em as real and let the base class call any events it needs to
                            string verify = new UTF8Encoding().GetString(connection.DecryptBuffer(message.ReadBytes(message.ReadInt32())));

                            if (verify == connection.secretVerifyString)
                            {
                                connection.state = CryptoHostState.Authenticated;
                                NetBuffer b = new NetBuffer();
                                b.Write(CRYPTO_ACCEPT);
                                server.SendMessage(b, from, NetChannel.ReliableInOrder1);
                                base.UserConnected(from);
                                return null;
                            }
                        }

                        NetBuffer errorBuffer = new NetBuffer();
                        errorBuffer.Write(CRYPTO_DENY);
                        errorBuffer.Write("Invalid Verify");
                        server.SendMessage(errorBuffer, from, NetChannel.ReliableInOrder1);
                        from.Disconnect("CryptoError", 1);
                        connection.state = CryptoHostState.Invalid;
                        return null;
                    }
            }
            return message;
        }
开发者ID:JeffM2501,项目名称:HackSharp,代码行数:79,代码来源:CryptoHost.cs


注:本文中的Lidgren.Network.NetConnection.Disconnect方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。