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C# NetServer.SendMessage方法代码示例

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

        public static void Process(NetServer server, NetBuffer buffer, NetConnection sender)
        {
            Config config = Config.Instance;

            List<NetConnection> connections = server.Connections;

            //Lets send that message onto any plugin clients
            foreach (NetConnection connection in connections)
            {
                if (config.Server.client_connections.ContainsKey(connection.RemoteEndpoint.ToString()))
                {
                    string client_type = (string)config.Server.client_connections[connection.RemoteEndpoint.ToString()];

                    if (client_type.ToLower() == "plugin")
                    {
                        string msg = buffer.ReadString();

                        Console.WriteLine("Slave: Data sent - " + msg);

                        NetBuffer slavebuf = server.CreateBuffer();

                        slavebuf.Write(msg);

                        server.SendMessage(slavebuf, connection, NetChannel.ReliableInOrder4);
                    }
                }
            }
        }
开发者ID:rcrowe,项目名称:ees_xplane,代码行数:28,代码来源:SlaveHandler.cs

示例2: 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3: SendMessage

 private static void SendMessage(NetServer server, MsgBase msg, NetConnection conn)
 {
     NetOutgoingMessage om = server.CreateMessage();
     om.Write(msg.Id);
     msg.W(om);
     server.SendMessage(om, conn, NetDeliveryMethod.Unreliable, 0);
 }
开发者ID:xxy1991,项目名称:cozy,代码行数:7,代码来源:ServerOperat.cs

示例4: DispatchPacket

 private static void DispatchPacket(NetServer server, int id, NetIncomingMessage msg)
 {
     List<NetConnection> all = server.Connections;
     all.Remove(msg.SenderConnection);
     if (all.Count > 0)
     {
         NetOutgoingMessage om = server.CreateMessage();
         om.Write(id);
         om.Write(msg);
         server.SendMessage(om, all, NetDeliveryMethod.Unreliable, 0);
     }
 }
开发者ID:xxy1991,项目名称:cozy,代码行数:12,代码来源:ServerOperat.cs

示例5: SendMessageExceptOne

        public static void SendMessageExceptOne(NetServer server, IMessage msg, NetConnection except)
        {
            NetOutgoingMessage om = server.CreateMessage();
            om.Write(msg.Id);
            msg.Write(om);

            List<NetConnection> all = server.Connections;
            if (all.Contains(except))
            {
                all.Remove(except);
            }
            if (all.Count > 0)
            {
                server.SendMessage(om, all, NetDeliveryMethod.Unreliable, 0);
            }
        }
开发者ID:shangshen,项目名称:cozy,代码行数:16,代码来源:ServerMain.cs

示例6: LoginMessageImpl

        private void LoginMessageImpl(NetServer server, NetIncomingMessage im, MessageBase msg)
        {
            var registerMsg = msg as LoginMessage;
            var r = new LoginResultMessage();

            var user = AdventurePluginDB.User.Get(registerMsg.Name, registerMsg.Pass);
            if (user != null)
            {
                r.Result = "OK";
                r.UserId = user.id;
            }
            else
            {
                r.Result = "Error";
            }
            server.SendMessage(r, im.SenderConnection);
        }
开发者ID:ToraiRei,项目名称:cozy,代码行数:17,代码来源:Adventure.Callback.cs

示例7: RegisterMessageImpl

        private void RegisterMessageImpl(NetServer server, NetIncomingMessage im, MessageBase msg)
        {
            var registerMsg = msg as RegisterMessage;
            var r = new RegisterResultMessage();

            if (AdventurePluginDB.User.Get(registerMsg.Name, registerMsg.Pass) == null)
            {
                var user = new UserInfo
                {
                    Name = registerMsg.Name,
                    Pass = registerMsg.Pass,
                };
                AdventurePluginDB.User.Create(user);
                r.Result = "OK";
            }
            else
            {
                r.Result = "Error";
            }
            server.SendMessage(r, im.SenderConnection);
        }
开发者ID:ToraiRei,项目名称:cozy,代码行数:21,代码来源:Adventure.Callback.cs

示例8: ConnectionApproval

 private static void ConnectionApproval(NetIncomingMessage inc, NetServer server)
 {
     Console.WriteLine("======== CONNECTION APPROVAL METHOD ========");
        Console.WriteLine("\nNew Connection Incoming...");
        var data = inc.ReadByte();
        if (data == (byte)PacketType.Login)
        {
             var outMsg = server.CreateMessage();
             outMsg.Write((byte)PacketType.Login);
             outMsg.Write(true);
             Console.WriteLine(inc.SenderConnection);
             Console.WriteLine("Server sending reply...");
             server.SendMessage(outMsg, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered);
             //Console.WriteLine(inc.SenderConnection.Status);
             //Console.WriteLine("Connected: " + server.ConnectionsCount);
             Console.WriteLine("======== CONNECTION APPROVAL METHOD ======== \n");
        }
        else
        {
             inc.SenderConnection.Deny("Didn't send correct information.");
        }
 }
开发者ID:kflo,项目名称:Battleship2,代码行数:22,代码来源:Server.cs

示例9: Main

        static void Main(string[] args)
        {
            // Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
            Config = new NetPeerConfiguration("game");

            // Set server port
            Config.Port = 14242;

            // Max client amount
            Config.MaximumConnections = 200;

            // Enable New messagetype. Explained later
            Config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            // Create new server based on the configs just defined
            Server = new NetServer(Config);

            // Start it
            Server.Start();

            // Eh..
            Console.WriteLine("Server Started");

            // Create list of "Characters" ( defined later in code ). This list holds the world state. Character positions
            List<Character> GameWorldState = new List<Character>();

            // Object that can be used to store and read messages
            NetIncomingMessage inc;

            // Check time
            DateTime time = DateTime.Now;

            // Create timespan of 30ms
            TimeSpan timetopass = new TimeSpan(0, 0, 0, 0, 30);

            // Write to con..
            Console.WriteLine("Waiting for new connections and updateing world state to current ones");

            // Main loop
            // This kind of loop can't be made in XNA. In there, its basically same, but without while
            // Or maybe it could be while(new messages)
            while (true)
            {
                // Server.ReadMessage() Returns new messages, that have not yet been read.
                // If "inc" is null -> ReadMessage returned null -> Its null, so dont do this :)
                if ((inc = Server.ReadMessage()) != null)
                {
                    // Theres few different types of messages. To simplify this process, i left only 2 of em here
                    switch (inc.MessageType)
                    {
                        // If incoming message is Request for connection approval
                        // This is the very first packet/message that is sent from client
                        // Here you can do new player initialisation stuff
                        case NetIncomingMessageType.ConnectionApproval:

                            // Read the first byte of the packet
                            // ( Enums can be casted to bytes, so it be used to make bytes human readable )
                            if (inc.ReadByte() == (byte)PacketTypes.LOGIN)
                            {
                                Console.WriteLine("Incoming LOGIN");

                                // Approve clients connection ( Its sort of agreenment. "You can be my client and i will host you" )
                                inc.SenderConnection.Approve();

                                // Init random
                                Random r = new Random();

                                // Add new character to the game.
                                // It adds new player to the list and stores name, ( that was sent from the client )
                                // Random x, y and stores client IP+Port
                                GameWorldState.Add(new Character(inc.ReadString(), r.Next(1, 40), r.Next(1, 20),inc.SenderConnection));

                                // Create message, that can be written and sent
                                NetOutgoingMessage outmsg = Server.CreateMessage();

                                // first we write byte
                                outmsg.Write((byte)PacketTypes.WORLDSTATE);

                                // then int
                                outmsg.Write(GameWorldState.Count);

                                // iterate trought every character ingame
                                foreach (Character ch in GameWorldState)
                                {
                                    // This is handy method
                                    // It writes all the properties of object to the packet
                                    outmsg.WriteAllProperties(ch);
                                }

                                // Now, packet contains:
                                // Byte = packet type
                                // Int = how many players there is in game
                                // character object * how many players is in game

                                // Send message/packet to all connections, in reliably order, channel 0
                                // Reliably means, that each packet arrives in same order they were sent. Its slower than unreliable, but easyest to understand
                                Server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered, 0);

                                // Debug
                                Console.WriteLine("Approved new connection and updated the world status");
//.........这里部分代码省略.........
开发者ID:juniogro10,项目名称:ThunderCat,代码行数:101,代码来源:Program.cs

示例10: Main

        private static void Main(string[] args)
        {
            //TODO: Chat
            //TODO: UPnP
            //TODO: Fix Simulated Conditions

            config = new NetPeerConfiguration("spacebargame") {Port = 666, EnableUPnP = true, MaximumConnections = 50};

            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            server = new NetServer(config);
            server.Start();
            server.UPnP.ForwardPort(666, "Spacebar Game 2013");

            NetIncomingMessage inc; // Incoming Message

            //Write to con..
            var consoleInput = new Thread(ConsoleIn); //Console.ReadLine is blocked, Thread it
            consoleInput.Start(); //Start the Thread

            UserToConnection = new Dictionary<long, Client>(); //UserStore

            while (true) //While True
            {
                if ((inc = server.ReadMessage()) != null) //if message is not null
                {
                    //Console.WriteLine(inc.MessageType); //Print MessageType
                    switch (inc.MessageType)
                    {
                        case NetIncomingMessageType.ConnectionApproval: //If ConnectionApproval request

                            if (inc.ReadByte() == (byte) PacketTypes.LOGIN) //and LOGIN PacketHeader
                            {
                                Console.WriteLine("Incoming LOGIN"); //Incoming Login

                                Name = inc.ReadString(); //Name is String Sent by Client
                                Console.WriteLine(Name); //Print Name

                                if (server.ConnectionsCount == 0) //ConnectionCount = 0
                                {
                                    Started = false; //Reset
                                }

                                if (UserToConnection.Values.Any(c => c.Name == Name) || Started || Name.Length >= 12)
                                    //If Name exists, or Game has Started or the Length is more then 12
                                {
                                    inc.SenderConnection.Deny("Duplicate Name"); //Deny
                                }
                                else
                                {
                                    inc.SenderConnection.Approve(); //Else Allow
                                    UserToConnection.Add(inc.SenderConnection.RemoteUniqueIdentifier,
                                        new Client(Name, inc.SenderConnection, 0, new byte[00000000]));
                                    //Add them to the Dictionary for PlayerStore
                                }

                                Thread.Sleep(500); //Sleep for Half a Second

                                if (server.ConnectionsCount == 1) //If Server.ConnectionCount is 1 they are host
                                {
                                    NetOutgoingMessage msg = server.CreateMessage(); //Host Message
                                    msg.Write((byte) PacketTypes.HOST); //Write HOST PacketHeader
                                    msg.Write("Congratulations, You are the host");
                                    server.SendMessage(msg, inc.SenderConnection, NetDeliveryMethod.ReliableOrdered);
                                }
                            }
                            break;

                        case NetIncomingMessageType.Data:

                            var packetheader = inc.ReadByte();

                            switch ((PacketTypes) packetheader)
                            {
                                case PacketTypes.AVATAR:
                                    var bufferLength = inc.ReadInt32();
                                    var buffer = inc.ReadBytes(bufferLength);
                                    Console.WriteLine("Buffer Length:" + bufferLength);

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

                                            syncClient.Write((byte) PacketTypes.RECEIVEPLAYER);
                                            syncClient.Write(Name);
                                            syncClient.Write(inc.SenderConnection.RemoteUniqueIdentifier);

                                            var buffer1 =
                                                UserToConnection[inc.SenderConnection.RemoteUniqueIdentifier].Buffer;

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

                                            Console.WriteLine("SENT Client Name: {0}| Client ID: {1}", Name,
                                                inc.SenderConnection.RemoteUniqueIdentifier);
                                            Console.WriteLine("TO: {0}, {1}", entry.Value.Name, entry.Value.Score);
                                            server.SendMessage(syncClient, entry.Value.Connection,
//.........这里部分代码省略.........
开发者ID:JamieH,项目名称:SpaceBarGame,代码行数:101,代码来源:Program.cs

示例11: Main

        static void Main(string[] args)
        {
            //Setup the policy server first.

            const string AllPolicy =
            @"<?xml version='1.0'?>
            <cross-domain-policy>
            <allow-access-from domain=""*"" to-ports=""*"" />
            </cross-domain-policy>";

            SocketPolicyServer policyServer = new SocketPolicyServer(AllPolicy);
            int ret = policyServer.Start();
            if (ret != 0)
                Console.WriteLine("Failed to start policy server.");
            else
                Console.WriteLine("Policy service started.");

            //Alright, now onto the regular server.
            config = new NetPeerConfiguration("crab_battle");
            config.Port = 14248;
            config.MaximumConnections = 10;
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            server = new NetServer(config);
            server.Start();

            Console.WriteLine("Crab Battle server open for business.");

            NetIncomingMessage inc;

            DateTime time = DateTime.Now;
            DateTime lastBeat = DateTime.Now;
            DateTime introtime = DateTime.Now;

            TimeSpan timetopass = new TimeSpan(0,0,0,0,50);
            TimeSpan beatrate = new TimeSpan(0, 0, 1);

            TimeSpan introlength;

            bool skipintro = false;

            if(skipintro == true)
                introlength = new TimeSpan(0, 0, 3);
            else
                introlength = new TimeSpan(0, 0, 21);

            int beatnum = 0;

            players = new List<PlayerObject>();

            int playercount = 0;

            NetOutgoingMessage outmsg;

            int gamePhase = 0;

            int gameDifficulty = 1;
            healthMod = 1;

            CrabBehavior crab = new CrabBehavior();

            while(true)
            {
                //The gamestate stuff comes first because we drop a continue if no packet is recieved.

                if (gamePhase != (int)GameState.Lobby && players.Count == 0)
                {
                    Console.WriteLine("All players disconnected, returning to lobby gamestate.");
                    gamePhase = (int)GameState.Lobby;
                }

                if (gamePhase == (int)GameState.Intro && ((introtime + introlength) < DateTime.Now))
                {
                    //Intro has ran for it's length, lets start the game proper.
                    outmsg = server.CreateMessage();
                    outmsg.Write((byte)PacketTypes.StartGame);
                    server.SendMessage(outmsg, server.Connections, NetDeliveryMethod.ReliableOrdered, 1);

                    crab.Direction = false;

                    gamePhase = (int)GameState.InGame;
                }

                if(gamePhase == (int)GameState.InGame)
                {
                    crab.GoGoBattleCrab();
                }

                //Handle dropping players.

                if ((time + timetopass) < DateTime.Now)
                {
                    for (int i = 0; i < players.Count; i++)
                    {
                        PlayerObject player = players[i];

                        //Make sure everyone is connected, and if not drop them.
                        if (player.Connection.Status == NetConnectionStatus.Disconnected || player.Connection.Status == NetConnectionStatus.Disconnecting)
                        {
                            Console.WriteLine(player.Name + " has disconnected, removing player object.");
//.........这里部分代码省略.........
开发者ID:kiichi7,项目名称:CrabBattle,代码行数:101,代码来源:Program.cs

示例12: 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13: Main


//.........这里部分代码省略.........
                                NetOutgoingMessage returnMessage = server.CreateMessage();

                                NetworkPlayer newPlayer = new NetworkPlayer(physicsWorld, msg.SenderConnection, new Vector2(0,0));

                                //ShapeTeam team = (ShapeTeam)msg.ReadByte();
                                string username = msg.ReadString();

                                try
                                {
                                    //newPlayer.SetTeam(team);
                                    newPlayer.SetUserName(username);

                                    int spot = AddNewPlayer(newPlayer);

                                    newPlayer.indexOnServer = spot;

                                    //Assign the new player to the team with the least amount of players
                                    ShapeTeamContainer newPlayerTeam = greenTeam.GetNumberOfMembers() < redTeam.GetNumberOfMembers() ? greenTeam : redTeam;
                                    bool isBank = newPlayerTeam.AddPlayer(newPlayer.indexOnServer);
                                    newPlayer.SetTeam(newPlayerTeam.GetTeam());
                                    newPlayer.body.Position = ConvertUnits.ToSimUnits(newPlayerTeam.basePosition);

                                    if (isBank)
                                        newPlayer.SetClass(new ShapeClassBank());
                                    else
                                        newPlayer.SetClass(new ShapeClassKnocker());

                                    newPlayer.OnCreateRemnant += CreateRemnant;
                                }
                                catch(Exception e)
                                {
                                    returnMessage.Write((byte)ShapeCustomNetMessageType.SetupFailed);
                                    returnMessage.Write(e.Message);
                                    server.SendMessage(returnMessage, newPlayer.netConnection, NetDeliveryMethod.ReliableUnordered);
                                    break;
                                }

                                returnMessage.Write((byte)ShapeCustomNetMessageType.SetupSuccessful);
                                returnMessage.Write(newPlayer.indexOnServer);
                                returnMessage.Write((byte)newPlayer.team);

                                returnMessage.Write(connectedPlayersActual);

                                for (int i = 0; i < connectedPlayers.Length; i++)
                                {
                                    if(connectedPlayers[i] != null)
                                    {
                                        returnMessage.Write(connectedPlayers[i].indexOnServer);
                                        returnMessage.Write((byte)connectedPlayers[i].team);
                                        returnMessage.Write(connectedPlayers[i].power);
                                    }
                                }

                                server.SendMessage(returnMessage, newPlayer.netConnection, NetDeliveryMethod.ReliableUnordered);

                                if(connectedPlayersActual > 1)
                                {
                                    NetOutgoingMessage newPlayerMessage = server.CreateMessage();
                                    newPlayerMessage.Write((byte)ShapeCustomNetMessageType.NewPlayerJoined);

                                    newPlayerMessage.Write(newPlayer.indexOnServer);
                                    newPlayerMessage.Write((byte)newPlayer.team);
                                    newPlayerMessage.Write(/*newPlayer.power*/5);

                                    server.SendMessage(newPlayerMessage, GetRecipients(newPlayer.indexOnServer), NetDeliveryMethod.ReliableUnordered, 0);
                                }
开发者ID:TheKalleAnka,项目名称:ShapeSpace,代码行数:67,代码来源:ShapeSpaceServer.cs

示例14: 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15: Main

        static void Main(string[] args)
        {
            Config = new NetPeerConfiguration("pokemon");
            Config.Port = 7377;
            Config.MaximumConnections = 20;
            Config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            Server = new NetServer(Config);

            Server.Start();

            Console.WriteLine("time to own");

            /*/Creating a ContentManager to load maps from XML
            Form form = new Form();
            GraphicsDeviceService gds = GraphicsDeviceService.AddRef(form.Handle,
                    form.ClientSize.Width, form.ClientSize.Height);

            ServiceContainer services = new ServiceContainer();
            services.AddService<IGraphicsDeviceService>(gds);
            content = new ContentManager(services, "Content");*/

            //Initialize all the maps here

            List<PlayerPrimitive> Players = new List<PlayerPrimitive>();

            ServerNPCController = new NPCController();
            NPC npc = new NPC(null, new Vector2(15, 15), 2);
            ServerNPCController.addNPC(npc);

            NetIncomingMessage nic;

            DateTime time = DateTime.Now;

            TimeSpan updateSpan = new TimeSpan(0, 0, 0, 0, 30);

            Console.WriteLine("Waiting for players to join...");

            while (true)
            {
                if ((nic = Server.ReadMessage()) != null)
                {
                    switch (nic.MessageType)
                    {
                        case NetIncomingMessageType.ConnectionApproval :
                            if (nic.ReadByte() == (byte)PacketTypes.Login)
                            {
                                Console.WriteLine("New Player joining.");

                                nic.SenderConnection.Approve();

                                PlayerPrimitive prim = DataReadWrite.ReadPlayer(nic);
                                prim.Connection = nic.SenderConnection;

                                Players.Add(prim);

                                Console.WriteLine("The following players are in:");
                                foreach (PlayerPrimitive player in Players)
                                {
                                    Console.WriteLine(player.Name + " joined " + System.DateTime.Now);
                                    Console.WriteLine(player.UniqueId);
                                }

                                NetOutgoingMessage outmsg = Server.CreateMessage();

                                outmsg.Write((byte)PacketTypes.WorldState);

                                outmsg.Write(Players.Count);

                                foreach (PlayerPrimitive player in Players)
                                {
                                    outmsg.WriteAllProperties(player);
                                }

                                Server.SendMessage(outmsg, nic.SenderConnection, NetDeliveryMethod.ReliableOrdered, 0);

                                Console.WriteLine("New player has joined, server updated and shit.");

                            }
                            break;

                        case NetIncomingMessageType.Data :

                            if (nic.ReadByte() == (byte)PacketTypes.Move)
                            {
                                foreach (PlayerPrimitive player in Players)
                                {
                                    if (player.Connection != nic.SenderConnection)
                                        continue;

                                    Vector2 position = XNAExtensions.ReadVector2(nic);
                                    bool running = nic.ReadBoolean();

                                    player.X = (int)position.X;
                                    player.Y = (int)position.Y;
                                    player.IsRunning = running;

                                    Console.WriteLine(player.Name + " position: " + player.X + ", " + player.Y + ": running = " + running);

                                    /*NetOutgoingMessage outmsg = Server.CreateMessage();
//.........这里部分代码省略.........
开发者ID:jmrboosties,项目名称:Walk-and-Talk,代码行数:101,代码来源:GameServer.cs


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