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C# NetServer.SendDiscoveryResponse方法代码示例

本文整理汇总了C#中Lidgren.Network.NetServer.SendDiscoveryResponse方法的典型用法代码示例。如果您正苦于以下问题:C# NetServer.SendDiscoveryResponse方法的具体用法?C# NetServer.SendDiscoveryResponse怎么用?C# NetServer.SendDiscoveryResponse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.NetServer的用法示例。


在下文中一共展示了NetServer.SendDiscoveryResponse方法的10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: HandleMessage

        private static void HandleMessage(NetIncomingMessage inc, NetServer server)
        {
            switch (inc.MessageType)
            {
                case NetIncomingMessageType.ConnectionApproval: //If ConnectionApproval request
                    if (inc.ReadByte() == (byte) PacketTypes.Headers.Login)
                    {
                        string username = inc.ReadString();
                        Console.WriteLine("New Login Request from: {0}", username);
                        if (username.Length > 1 & Players.Values.All(c => c.Name != username) &
                            !_badwordList.Contains(username, StringComparer.OrdinalIgnoreCase))
                        {
                            inc.SenderConnection.Approve();
                            NetOutgoingMessage connectedMessage = server.CreateMessage();
                            Thread.Sleep(500);
                            Console.WriteLine("Sending a ack to {0}", username);
                            connectedMessage.Write((byte) PacketTypes.Headers.LoggedIn);
                            connectedMessage.Write(true);
                            server.SendMessage(connectedMessage, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered);
                        }
                        else
                        {
                            inc.SenderConnection.Deny("Bad Username");
                        }
                    }

                    break;

                case NetIncomingMessageType.Data:
                    byte packetheader = inc.ReadByte();
                    HandleProtocol(inc, packetheader, server);
                    break;

                case NetIncomingMessageType.StatusChanged:
                    Console.WriteLine(inc.SenderConnection + " status changed. " + inc.SenderConnection.Status);
                    if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
                    {
                        Console.WriteLine("Player: {0} has disconnected",
                            Players[inc.SenderConnection.RemoteUniqueIdentifier].Name);
                        Players.Remove(inc.SenderConnection.RemoteUniqueIdentifier);
                    }
                    break;

                case NetIncomingMessageType.DiscoveryRequest:
                    NetOutgoingMessage discovermsg = server.CreateMessage();
                    discovermsg.Write("Hey I just met you, I'm a server, so address me maybe");
                    Console.WriteLine(@"Auto Discovery Request");
                    server.SendDiscoveryResponse(discovermsg, inc.SenderEndPoint);
                    break;

                case NetIncomingMessageType.DebugMessage:
                case NetIncomingMessageType.ErrorMessage:
                case NetIncomingMessageType.WarningMessage:
                case NetIncomingMessageType.VerboseDebugMessage:
                    Console.WriteLine(@"---Debug---");
                    Console.WriteLine(inc.ReadString());
                    Console.WriteLine(@"---End---");
                    break;
            }
        }
开发者ID:JamieH,项目名称:Pictionary,代码行数:60,代码来源:Program.cs

示例2: MGServer_DoWork


//.........这里部分代码省略.........

				NetIncomingMessage msg;
				while ((msg = peer.ReadMessage ()) != null) {

					switch (msg.MessageType) {
					case NetIncomingMessageType.UnconnectedData :
						break;
					case NetIncomingMessageType.NatIntroductionSuccess:
#if !WINDOWS_PHONE
                        Game.Instance.Log("NAT punch through OK " + msg.SenderEndpoint);                            
#endif
						peer.Connect (msg.SenderEndpoint);                            
						break;
					case NetIncomingMessageType.DiscoveryRequest:
						//
						// Server received a discovery request from a client; send a discovery response (with no extra data attached)
						//
						// Get the primary local gamer
						LocalNetworkGamer localMe = session.LocalGamers [0];

						NetOutgoingMessage om = peer.CreateMessage ();

						om.Write (session.RemoteGamers.Count);
						om.Write (localMe.Gamertag);
						om.Write (session.PrivateGamerSlots);
						om.Write (session.MaxGamers);
						om.Write (localMe.IsHost);
						int[] propertyData = new int[session.SessionProperties.Count * 2];
						NetworkSessionProperties.WriteProperties (session.SessionProperties, propertyData);
						for (int x = 0; x < propertyData.Length; x++) {
							om.Write (propertyData [x]);
						}

						peer.SendDiscoveryResponse (om, msg.SenderEndpoint);
						break;
					case NetIncomingMessageType.VerboseDebugMessage:
					case NetIncomingMessageType.DebugMessage:
					case NetIncomingMessageType.WarningMessage:
					case NetIncomingMessageType.ErrorMessage:
						//
						// Just print diagnostic messages to console
						//
#if !WINDOWS_PHONE
                        Game.Instance.Log(msg.ReadString());
#endif
						break;
					case NetIncomingMessageType.StatusChanged:
						NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte ();
						if (status == NetConnectionStatus.Disconnected) {
#if !WINDOWS_PHONE
                            Game.Instance.Log(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " disconnected! from " + msg.SenderEndpoint);
#endif
							CommandGamerLeft cgj = new CommandGamerLeft (msg.SenderConnection.RemoteUniqueIdentifier);
							CommandEvent cmde = new CommandEvent (cgj);
							session.commandQueue.Enqueue (cmde);					
						}
						if (status == NetConnectionStatus.Connected) {
							//
							// A new player just connected!
							//
							if (!pendingGamers.ContainsKey (msg.SenderConnection.RemoteUniqueIdentifier)) {
#if !WINDOWS_PHONE
                                Game.Instance.Log(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected! from " + msg.SenderEndpoint);
#endif
								pendingGamers.Add (msg.SenderConnection.RemoteUniqueIdentifier, msg.SenderConnection);
								SendProfileRequest (msg.SenderConnection);
开发者ID:ValXp,项目名称:MonoGame,代码行数:67,代码来源:MonoGamerPeer.cs

示例3: Main

        static void Main()
        {
            var connectedPlayers = 0;

            var config = new NetPeerConfiguration("romero");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.Port = 14242;

            var PlayerNames = new Dictionary<long, string>();

            //var xinput = 0;
            //var yinput = 0;
            var dummyName = string.Empty;
            float angle = 0;

            // create and start server
            var server = new NetServer(config);
            server.Start();
            Console.WriteLine("Server online");

            // schedule initial sending of position updates
            var nextSendUpdates = NetTime.Now;

            // run until escape is pressed
            while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
            {
                NetIncomingMessage msg;
                while ((msg = server.ReadMessage()) != null)
                {


                    switch (msg.MessageType)
                    {
                        case NetIncomingMessageType.DiscoveryRequest:
                            //
                            // Server received a discovery request from a client; send a discovery response (with no extra data attached)
                            //
                            var om = server.CreateMessage();

                            if (connectedPlayers < 4)
                            {
                                om.Write(true);
                                server.SendDiscoveryResponse(om, msg.SenderEndpoint);

                            }
                            else
                            {
                                om.Write(false);
                                server.SendDiscoveryResponse(om, msg.SenderEndpoint);
                            }

                            break;
                        case NetIncomingMessageType.VerboseDebugMessage:
                        case NetIncomingMessageType.DebugMessage:
                        case NetIncomingMessageType.WarningMessage:
                        case NetIncomingMessageType.ErrorMessage:
                            //
                            // Just print diagnostic messages to console
                            //
                            Console.WriteLine(msg.ReadString());
                            break;
                        case NetIncomingMessageType.StatusChanged:
                            var status = (NetConnectionStatus)msg.ReadByte();

                            if (status == NetConnectionStatus.Connected)
                            {
                                //
                                // A new player just connected!
                                //

                                Console.WriteLine(msg.SenderConnection.RemoteUniqueIdentifier + " connected. (IP Address: " + msg.SenderEndpoint.Address + ")");
                                connectedPlayers++;
                                Console.WriteLine(connectedPlayers + " players ingame");
                            };

                            if (status == NetConnectionStatus.Disconnected)
                            {
                                Console.WriteLine(msg.SenderConnection.RemoteUniqueIdentifier + " disconnected. (IP Address: " + msg.SenderEndpoint.Address + ")");
                                connectedPlayers--;
                                Console.WriteLine(connectedPlayers + " players ingame");
                            }


                            break;
                        case NetIncomingMessageType.Data:
                            //
                            // The client sent input to the server
                            //

                            dummyName = msg.ReadString();
                            if (!PlayerNames.ContainsKey(msg.SenderConnection.RemoteUniqueIdentifier))
                            {
                                  PlayerNames.Add(msg.SenderConnection.RemoteUniqueIdentifier, dummyName);
                            }
                          

                            // fancy movement logic goes here

                            var xinput = msg.ReadInt32();
                            var yinput = msg.ReadInt32();
//.........这里部分代码省略.........
开发者ID:umutseven92,项目名称:Romero.Windows,代码行数:101,代码来源:Program.cs

示例4: Run

		public static void Run()
		{
            // initialize
            int mapDimension = 16;
            Map mapServer = Map.GenerateShipsOnMap(new Map(mapDimension));
            Map mapHuman = Map.GenerateShipsOnMap(new Map(mapDimension));

            Player playerServer = new Player("Server", mapServer); // non-player-character ie our server
            Player playerHuman = new Player("Human", mapHuman); // player character
            int currentRound = 0;

            ArrayList sequences = initSequenceList("Scripts");
        

			NetPeerConfiguration config = new NetPeerConfiguration("xnaapp");
			config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
			config.Port = 14242;

			// create and start server
			NetServer server = new NetServer(config);
            try 
            {
			server.Start();

			// schedule initial sending of position updates
			double nextSendUpdates = NetTime.Now;

			// run until escape is pressed
			//while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
            while (true)

            {
				NetIncomingMessage msg;
				while ((msg = server.ReadMessage()) != null)
				{
					switch (msg.MessageType)
					{
						case NetIncomingMessageType.DiscoveryRequest:
							// Server received a discovery request from a client; send a discovery response (with no extra data attached)
							server.SendDiscoveryResponse(null, msg.SenderEndpoint);
							break;
						case NetIncomingMessageType.VerboseDebugMessage:
						case NetIncomingMessageType.DebugMessage:
						case NetIncomingMessageType.WarningMessage:
						case NetIncomingMessageType.ErrorMessage:
							// Just print diagnostic messages to console
							Console.WriteLine(msg.ReadString());
							break;
						case NetIncomingMessageType.StatusChanged:
							NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
							if (status == NetConnectionStatus.Connected)
							{
								// A new player just connected!
								Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");

                                // create new player object
                                // initialize new game

                                //playerServer.startGame();
                                //playerHuman.startGame();

							}

							break;
						case NetIncomingMessageType.Data:

                            String responseString = "Nothing happend";

                            // player round

							// The client sent input to the server
							
                            String sequenceName = msg.ReadString();

                            int round = msg.ReadInt32();
                            if (round > currentRound)
                            {
                                currentRound = round;

                                if (sequences.Contains(sequenceName))
                                {
                                
                                // choose and fire sequence

                                var executer = new SequenceExecuter(playerServer.map);
                                var resultMessagePlayer = executer.LoadScript(sequenceName);


                                // switch round to npc

                                // fire random sequence
                                int randomIndex = RandomNumber(0, sequences.Count);
                                sequenceName = (String)sequences[randomIndex];
                                executer = new SequenceExecuter(playerHuman.map);
                                var resultMessageNPC = executer.LoadScript(sequenceName);

                                // send response to client

                                
                                String battlefield = Battlefield.Draw(playerHuman, playerServer);
//.........这里部分代码省略.........
开发者ID:Dahie,项目名称:September-1983,代码行数:101,代码来源:ProgramServer.cs

示例5: Main


//.........这里部分代码省略.........
                                    }

                                    foreach (KeyValuePair<long, Client> entry in UserToConnection)
                                    {
                                        //if (entry.Key != inc.SenderConnection.RemoteUniqueIdentifier)
                                        {
                                            NetOutgoingMessage syncClient = server.CreateMessage();

                                            syncClient.Write((byte) PacketTypes.RECEIVEPLAYER);
                                            syncClient.Write(entry.Value.Name);
                                            syncClient.Write(entry.Key);

                                            var buffer1 = entry.Value.Buffer;

                                            syncClient.Write(buffer1.Length);
                                            syncClient.Write(buffer1);
                                            Console.WriteLine(buffer1.Length);

                                            Console.WriteLine("SENT Client Name: {0}| Client ID: {1}", entry.Value.Name,
                                                entry.Key);
                                            Console.WriteLine("TO: {0}", inc.SenderConnection);

                                            server.SendMessage(syncClient, inc.SenderConnection,
                                                NetDeliveryMethod.ReliableOrdered); //CLIENT
                                        }
                                    }

                                    break;

                                case PacketTypes.SENDPOS:
                                    UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Score =
                                        Convert.ToInt16(inc.ReadString());
                                    Console.WriteLine("{0}'s score is now: {1}",
                                        UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Name,
                                        UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Score);
                                    ID = inc.SenderConnection.RemoteUniqueIdentifier;
                                    UpdateScore();

                                    break;

                                case PacketTypes.STARTGAME:
                                    //GOGOGOGO
                                    Console.WriteLine("START THE GAME");
                                    Started = true;

                                    foreach (KeyValuePair<long, Client> entry in UserToConnection)
                                    {
                                        {
                                            NetOutgoingMessage syncClient = server.CreateMessage();
                                            syncClient.Write((byte) PacketTypes.STARTGAME);
                                            syncClient.Write("Go");
                                            syncClient.Write(
                                                UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Score);

                                            server.SendMessage(syncClient, entry.Value.Connection,
                                                NetDeliveryMethod.ReliableOrdered);
                                        }
                                    }

                                    break;

                                case PacketTypes.CHATSEND:
                                    string messager = inc.ReadString();

                                    Console.WriteLine("{0} : {1}",
                                        UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Name,
                                        messager);

                                    RelayChat(inc.SenderConnection.RemoteUniqueIdentifier, messager);

                                    break;
                            }

                            break;

                        case NetIncomingMessageType.StatusChanged:

                            Console.WriteLine(inc.SenderConnection + " status changed. " + inc.SenderConnection.Status);

                            if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected ||
                                inc.SenderConnection.Status == NetConnectionStatus.Disconnecting)
                            {
                                UserToConnection.Remove(inc.SenderConnection.RemoteUniqueIdentifier);
                                NetOutgoingMessage outmsg = server.CreateMessage();
                                outmsg.WriteVariableInt64(inc.SenderConnection.RemoteUniqueIdentifier);
                                server.SendToAll(outmsg, NetDeliveryMethod.ReliableOrdered);
                            }
                            break;

                        case NetIncomingMessageType.DiscoveryRequest:
                            NetOutgoingMessage discovermsg = server.CreateMessage();
                            discovermsg.Write("Hey I just met you, I'm a server, so address me maybe");
                            Console.WriteLine("WOW ~NETWORKING~");
                            server.SendDiscoveryResponse(discovermsg, inc.SenderEndPoint);
                            break;
                    }
                }
                Thread.Sleep(1);
            }
        }
开发者ID:JamieH,项目名称:SpaceBarGame,代码行数:101,代码来源:Program.cs

示例6: Main

        static void Main(string[] args)
        {
            sem = new Semaphore(1, 1);
            NetPeerConfiguration config = new NetPeerConfiguration("robotcontra");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.Port = 16868;

            Thread _writeClientUpdate = new Thread(new ThreadStart(writeClientsUpdate));

            // create and start server
            server = new NetServer(config);
            server.Start();

            gameOver = false;
            finishWritingLevel = false;

            // schedule initial sending of position updates
            double nextSendUpdates = NetTime.Now;

            _writeClientUpdate.Start();

            // run until escape is pressed
            while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
            {
                NetIncomingMessage msg;
                while ((msg = server.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                        case NetIncomingMessageType.DiscoveryRequest:
                            //
                            // Server received a discovery request from a client; send a discovery response (with no extra data attached)
                            //

                            server.SendDiscoveryResponse(null, msg.SenderEndPoint);
                            break;
                        case NetIncomingMessageType.VerboseDebugMessage:
                        case NetIncomingMessageType.DebugMessage:
                        case NetIncomingMessageType.WarningMessage:
                        case NetIncomingMessageType.ErrorMessage:
                            //
                            // Just print diagnostic messages to console
                            //
                            Console.WriteLine(msg.ReadString());
                            break;
                        case NetIncomingMessageType.StatusChanged:
                            NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
                            if (status == NetConnectionStatus.Connected)
                            {
                                //
                                // A new player just connected!
                                //
                                Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");

                                multiplayerPlayers.Add(new MultiplayerPlayers(msg.SenderConnection.RemoteUniqueIdentifier));

                                // randomize his position and store in connection tag
                                if (multiplayerPlayers.Count <= 1)
                                {
                                    multiplayerPlayers[0].x = 10;
                                    multiplayerPlayers[0].y = 350;

                                    multiplayerPlayers[0].initialX = multiplayerPlayers[0].x;
                                    multiplayerPlayers[0].initialY = multiplayerPlayers[0].y;
                                }
                                else
                                {
                                    multiplayerPlayers[multiplayerPlayers.Count-1].x = multiplayerPlayers[multiplayerPlayers.Count - 2].x + 70;
                                    multiplayerPlayers[multiplayerPlayers.Count-1].y = multiplayerPlayers[multiplayerPlayers.Count - 2].y;

                                    multiplayerPlayers[multiplayerPlayers.Count - 1].initialX = multiplayerPlayers[multiplayerPlayers.Count - 1].x;
                                    multiplayerPlayers[multiplayerPlayers.Count - 1].initialY = multiplayerPlayers[multiplayerPlayers.Count - 1].y;
                                }

                                for (int i = 0; i < server.Connections.Count; i++)
                                {
                                    if (server.Connections[i].RemoteUniqueIdentifier == msg.SenderConnection.RemoteUniqueIdentifier)
                                    {
                                        NetConnection player = server.Connections[i] as NetConnection;
                                        NetOutgoingMessage outMessage = server.CreateMessage();
                                        outMessage.Write((byte)PacketTypes.CREATEPLAYER);
                                        outMessage.Write((long)multiplayerPlayers[i].id);
                                        outMessage.Write((float)multiplayerPlayers[i].x);
                                        outMessage.Write((float)multiplayerPlayers[i].y);
                                        server.SendMessage(outMessage, player, NetDeliveryMethod.ReliableOrdered);
                                        break;
                                    }
                                }

                                SetEnemyTarget();
                            }
                            else if (status == NetConnectionStatus.Disconnected || status == NetConnectionStatus.Disconnecting)
                            {
                                Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " DISCONNECTED FROM SERVER!");

                                for (int i = 0; i < multiplayerPlayers.Count; i++)
                                {
                                    if (multiplayerPlayers[i].id == msg.SenderConnection.RemoteUniqueIdentifier)
                                    {
                                        if (multiplayerPlayers[i].isHost)
//.........这里部分代码省略.........
开发者ID:wuwenhuang,项目名称:RobotContra,代码行数:101,代码来源:Program.cs

示例7: Start

		public static void Start()
		{
			NetPeerConfiguration config = new NetPeerConfiguration("xnaapp");
			config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
			config.Port = 14242;

			// create and start server
			NetServer server = new NetServer(config);
			server.Start();

			// schedule initial sending of position updates
			double nextSendUpdates = NetTime.Now;

			// run until escape is pressed
			//while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
			while(true)
            {
				NetIncomingMessage msg;
				while ((msg = server.ReadMessage()) != null)
				{
					switch (msg.MessageType)
					{
						case NetIncomingMessageType.DiscoveryRequest:
							//
							// Server received a discovery request from a client; send a discovery response (with no extra data attached)
							//
							server.SendDiscoveryResponse(null, msg.SenderEndpoint);
							break;
						case NetIncomingMessageType.VerboseDebugMessage:
						case NetIncomingMessageType.DebugMessage:
						case NetIncomingMessageType.WarningMessage:
						case NetIncomingMessageType.ErrorMessage:
							//
							// Just print diagnostic messages to console
							//
							Console.WriteLine(msg.ReadString());
							break;
						case NetIncomingMessageType.StatusChanged:
							NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
							if (status == NetConnectionStatus.Connected)
							{
								//
								// A new player just connected!
								//
								Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");

								// randomize his position and store in connection tag
								msg.SenderConnection.Tag = new int[] {
									NetRandom.Instance.Next(10, 100),
									NetRandom.Instance.Next(10, 100)
								};
							}

							break;
						case NetIncomingMessageType.Data:
							//
							// The client sent input to the server
							//
							int xinput = msg.ReadInt32();
							int yinput = msg.ReadInt32();

							int[] pos = msg.SenderConnection.Tag as int[];

							// fancy movement logic goes here; we just append input to position
							pos[0] += xinput;
							pos[1] += yinput;
							break;
					}

					//
					// send position updates 30 times per second
					//
					double now = NetTime.Now;
					if (now > nextSendUpdates)
					{
						// Yes, it's time to send position updates

						// for each player...
						foreach (NetConnection player in server.Connections)
						{
							// ... send information about every other player (actually including self)
							foreach (NetConnection otherPlayer in server.Connections)
							{
								// send position update about 'otherPlayer' to 'player'
								NetOutgoingMessage om = server.CreateMessage();

								// write who this position is for
								om.Write(otherPlayer.RemoteUniqueIdentifier);

								if (otherPlayer.Tag == null)
									otherPlayer.Tag = new int[2];

								int[] pos = otherPlayer.Tag as int[];
								om.Write(pos[0]);
								om.Write(pos[1]);

								// send message
								server.SendMessage(om, player, NetDeliveryMethod.Unreliable);
							}
						}
//.........这里部分代码省略.........
开发者ID:Dahie,项目名称:September-1983,代码行数:101,代码来源:ProgramServer.cs

示例8: DispatchIM

		/// <summary>
		/// 
		/// </summary>
		/// <param name="message"></param>
		void DispatchIM ( GameTime gameTime, SnapshotQueue queue, NetServer server )
		{
			NetIncomingMessage msg;
			while ((msg = server.ReadMessage()) != null)
			{
				switch (msg.MessageType)
				{
					case NetIncomingMessageType.VerboseDebugMessage:Log.Debug	("SV Net: " + msg.ReadString()); break;
					case NetIncomingMessageType.DebugMessage:		Log.Verbose	("SV Net: " + msg.ReadString()); break;
					case NetIncomingMessageType.WarningMessage:		Log.Warning	("SV Net: " + msg.ReadString()); break;
					case NetIncomingMessageType.ErrorMessage:		Log.Error	("SV Net: " + msg.ReadString()); break;

					case NetIncomingMessageType.ConnectionLatencyUpdated:
						if (Game.Network.ShowLatency) {
							float latency = msg.ReadFloat();
							Log.Verbose("...SV ping - {0} {1,6:0.00} ms", msg.SenderEndPoint, (latency*1000) );
						}

						break;

					case NetIncomingMessageType.DiscoveryRequest:
						Log.Message("Discovery request from {0}", msg.SenderEndPoint.ToString() );
						var response = server.CreateMessage( ServerInfo() );
						server.SendDiscoveryResponse( response, msg.SenderEndPoint );

						break;

					case NetIncomingMessageType.ConnectionApproval:
						
						var userGuid	=	msg.SenderConnection.GetHailGuid();
						var userInfo	=	msg.SenderConnection.GetHailUserInfo();
						var reason		=	"";
						var approve		=	ApproveClient( userGuid, userInfo, out reason );

						if (approve) {	
							msg.SenderConnection.Approve( server.CreateMessage( ServerInfo() ) );
						} else {
							msg.SenderConnection.Deny( reason );
						}

						break;

					case NetIncomingMessageType.StatusChanged:		
						DispatchStatusChange( msg );
						break;
					
					case NetIncomingMessageType.Data:
						DispatchDataIM( gameTime, queue, msg );
						break;
					
					default:
						Log.Warning("SV: Unhandled type: " + msg.MessageType);
						break;
				}
				server.Recycle(msg);
			}		
		}
开发者ID:demiurghg,项目名称:FusionEngine,代码行数:61,代码来源:GameServer.Internal.cs

示例9: Main

        static void Main(string[] args)
        {
            NetPeerConfiguration config = new NetPeerConfiguration("projectorigin");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.Port = 14242;

            // Create and start server
            NetServer server = new NetServer(config);
            server.Start();
            Console.WriteLine("Game Server starts");

            //Schedule initial sending of position updates
            double nextSendUpdates = NetTime.Now;

            GameStatus gameStatus = GameStatus.Initial;
            int clientDoneCounter = 0;

            //Generate a map and wait client to connect
            //InternalMap map = GenerateMap();
            int mapSeed = 1000;
            Random rand = new Random();
            mapSeed = rand.Next();
            //Run until escape is pressed
            while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
            {
                NetIncomingMessage msg;
                while ((msg = server.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                        case NetIncomingMessageType.DiscoveryRequest:
                            //
                            // Server received a discovery request from a client; send a discovery response (with no extra data attached)
                            //
                            NetOutgoingMessage com = server.CreateMessage();
                            //byte[] mapData = Serializer<InternalMap>.SerializeObject(map);
                            switch (server.ConnectionsCount)
                            {
                                case 0:
                                    com.Write((int)PlayerId.Green);
                                    com.Write((int)mapSeed); //Write map seed
                                    break;
                                case 1:
                                    com.Write((int)PlayerId.Red);
                                    com.Write((int)mapSeed); //Write map seed
                                    gameStatus = GameStatus.Receive;
                                    break;
                            }
                            server.SendDiscoveryResponse(com, msg.SenderEndpoint);
                            Console.WriteLine("Connect to: " + msg.SenderEndpoint);
                            break;
                        case NetIncomingMessageType.Data:
                            if (gameStatus == GameStatus.Receive)
                            {
                                //
                                // The client sent input to the server
                                //
                                IncomingMessageType imt = (IncomingMessageType)msg.ReadByte();
                                if (imt == IncomingMessageType.DataPlayerInfo)
                                {
                                    int wayPointCounter = msg.ReadInt32();

                                    List<PlayerInfo> wayPoints = new List<PlayerInfo>();
                                    for (int i = 1; i <= wayPointCounter; ++i)
                                    {
                                        Vector3 tempPos;
                                        tempPos.X = msg.ReadFloat();
                                        tempPos.Y = msg.ReadFloat();
                                        tempPos.Z = msg.ReadFloat();

                                        float tempOrientation;
                                        tempOrientation = msg.ReadFloat();

                                        PlayerInfo wayPoint = new PlayerInfo(tempPos, tempOrientation);
                                        wayPoints.Add(wayPoint);
                                    }
                                    playerInfoDict[msg.SenderEndpoint] = wayPoints;
                                    Console.WriteLine("Receive message from" + msg.SenderEndpoint);

                                    clientDoneCounter++;
                                    if (clientDoneCounter == 2)
                                        gameStatus = GameStatus.Sending;

                                }
                            }
                            break;
                    }

                    //
                    // send position updates 30 times per second
                    //
                    if (gameStatus == GameStatus.Sending)
                    {
                            // Yes, it's time to send position updates

                            // for each player...
                            foreach (NetConnection player in server.Connections)
                            {
                                if (!playerInfoDict.ContainsKey(player.RemoteEndpoint))
                                    playerInfoDict[player.RemoteEndpoint] = new List<PlayerInfo>();
//.........这里部分代码省略.........
开发者ID:kobe1home,项目名称:Project_Origin,代码行数:101,代码来源:Program.cs

示例10: Main

        public static void Main()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("xnaapp");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.Port = 14242;

            // create and start server
            NetServer server = new NetServer(config);
            server.Start();

            // schedule initial sending of position updates
            double nextSendUpdates = NetTime.Now;

            Dictionary<NetConnection, List<Damage>> damages = new Dictionary<NetConnection, List<Damage>>();
            Dictionary<NetConnection, Position> positions = new Dictionary<NetConnection, Position>();
            List<Npc> npcs = new List<Npc>();
            npcs.Add(new Npc { X = 1700, Y = 1000, Speed = 4, Life = 3 });

            // run until escape is pressed

            int i = 0;
            while (IsRunning)
            {
                NetIncomingMessage msg;
                while ((msg = server.ReadMessage()) != null)
                {
                    switch (msg.MessageType)
                    {
                        case NetIncomingMessageType.DiscoveryRequest:
                            //
                            // Server received a discovery request from a client; send a discovery response (with no extra data attached)
                            //
                            server.SendDiscoveryResponse(null, msg.SenderEndpoint);
                            break;
                        case NetIncomingMessageType.VerboseDebugMessage:
                        case NetIncomingMessageType.DebugMessage:
                        case NetIncomingMessageType.WarningMessage:
                        case NetIncomingMessageType.ErrorMessage:
                            //
                            // Just print diagnostic messages to console
                            //
                            //Console.WriteLine(msg.ReadString());
                            Debug.WriteLine(msg.ReadString());
                            break;
                        case NetIncomingMessageType.StatusChanged:
                            NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
                            if (status == NetConnectionStatus.Connected)
                            {
                                //
                                // A new player just connected!
                                //
                                Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");
                                Debug.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");
                                msg.SenderConnection.Tag = new object[6];
                            }

                            break;
                        case NetIncomingMessageType.Data:
                            //
                            // The client sent input to the server
                            //
                            MessageRouts messageRout = (MessageRouts)msg.ReadByte();
                            switch (messageRout)
                            {
                                case MessageRouts.Position:
                                    Position position = new Position();

                                    position.X = msg.ReadInt32();
                                    position.Y = msg.ReadInt32();
                                    position.Angle = msg.ReadInt32();
                                    position.IsShooting = msg.ReadBoolean();
                                    position.IsHuman = msg.ReadBoolean();

                                    positions[msg.SenderConnection] = position;
                                    break;
                                case MessageRouts.Fire:
                                    Damage damage = new Damage();

                                    damage.PlayerId = msg.ReadInt64();
                                    damage.WeaponId = msg.ReadByte();
                                    damage.Angle = msg.ReadByte();
                                    damage.X = msg.ReadInt32();
                                    damage.Y = msg.ReadInt32();

                                    if (damage.PlayerId > 50)
                                    {
                                        if (!damages.ContainsKey(msg.SenderConnection))
                                            damages[msg.SenderConnection] = new List<Damage>();

                                        damages[msg.SenderConnection].Add(damage);
                                    }
                                    else
                                    {
                                        npcs[(int)damage.PlayerId].Life -= 1;
                                        if (npcs[(int)damage.PlayerId].Life <= 0)
                                            npcs.RemoveAt((int)damage.PlayerId);
                                    }
                                    break;
                            }
                            break;
//.........这里部分代码省略.........
开发者ID:wallymathieu,项目名称:WindowsGame9,代码行数:101,代码来源:XnaServer.cs


注:本文中的Lidgren.Network.NetServer.SendDiscoveryResponse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。