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C# NetServer.SendUnconnectedMessage方法代码示例

本文整理汇总了C#中Lidgren.Network.NetServer.SendUnconnectedMessage方法的典型用法代码示例。如果您正苦于以下问题:C# NetServer.SendUnconnectedMessage方法的具体用法?C# NetServer.SendUnconnectedMessage怎么用?C# NetServer.SendUnconnectedMessage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.SendUnconnectedMessage方法的3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: Main

		static void Main(string[] args)
		{
			IPEndPoint masterServerEndpoint = NetUtility.Resolve("localhost", CommonConstants.MasterServerPort);

			NetPeerConfiguration config = new NetPeerConfiguration("game");
			config.SetMessageTypeEnabled(NetIncomingMessageType.NatIntroductionSuccess, true);
			config.Port = 14242;

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

			Console.WriteLine("Server started; waiting 5 seconds...");
			System.Threading.Thread.Sleep(5000);

			var lastRegistered = -60.0f;

			while(Console.KeyAvailable == false || Console.ReadKey().Key != ConsoleKey.Escape)
			{
				// (re-)register periodically with master server
				if (NetTime.Now > lastRegistered + 60)
				{
					// register with master server
					NetOutgoingMessage regMsg = server.CreateMessage();
					regMsg.Write((byte)MasterServerMessageType.RegisterHost);
					IPAddress mask;
					IPAddress adr = NetUtility.GetMyAddress(out mask);
					regMsg.Write(server.UniqueIdentifier);
					regMsg.Write(new IPEndPoint(adr, 14242));
					Console.WriteLine("Sending registration to master server");
					server.SendUnconnectedMessage(regMsg, masterServerEndpoint);
					lastRegistered = (float)NetTime.Now;
				}

				NetIncomingMessage inc;
				while ((inc = server.ReadMessage()) != null)
				{
					switch (inc.MessageType)
					{
						case NetIncomingMessageType.VerboseDebugMessage:
						case NetIncomingMessageType.DebugMessage:
						case NetIncomingMessageType.WarningMessage:
						case NetIncomingMessageType.ErrorMessage:
							Console.WriteLine(inc.ReadString());
							break;
					}
				}

				System.Threading.Thread.Sleep(1);
			}

			Console.ReadKey();
		}
开发者ID:g1111111g,项目名称:lidgren-network-gen3,代码行数:52,代码来源:Program.cs

示例2: MGServer_DoWork

		private void MGServer_DoWork (object sender, DoWorkEventArgs e)
		{
			BackgroundWorker worker = sender as BackgroundWorker;

			NetPeerConfiguration config = new NetPeerConfiguration (applicationIdentifier);
			config.EnableMessageType (NetIncomingMessageType.DiscoveryRequest);
			config.EnableMessageType (NetIncomingMessageType.DiscoveryResponse);
			config.EnableMessageType (NetIncomingMessageType.NatIntroductionSuccess);

			if (availableSession == null)
				config.Port = port;

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

			myLocalAddress = GetMyLocalIpAddress ();

			IPAddress adr = IPAddress.Parse (myLocalAddress);
			myLocalEndPoint = new IPEndPoint (adr, port);

            // force a little wait until we have a LocalGamer otherwise things
            // break. This is the first item in the queue so it shouldnt take long before we
            // can continue.
            while (session.LocalGamers.Count <= 0)
            {
                Thread.Sleep(10);
            }

			if (availableSession != null) {
				if (!this.online) {
					peer.Connect (availableSession.EndPoint);
				} else {
					RequestNATIntroduction (availableSession.EndPoint, peer);                    
				}
			} else {
				if (this.online) {
					IPAddress ipaddr = NetUtility.Resolve (masterServer);
					if (ipaddr != null) {
						m_masterServer = new IPEndPoint (ipaddr, masterserverport);
						LocalNetworkGamer localMe = session.LocalGamers [0];

						NetOutgoingMessage om = peer.CreateMessage ();

						om.Write ((byte)0);
						om.Write (session.AllGamers.Count);
						om.Write (localMe.Gamertag);
						om.Write (session.PrivateGamerSlots);
						om.Write (session.MaxGamers);
						om.Write (localMe.IsHost);
						om.Write (myLocalEndPoint);
						om.Write (peer.Configuration.AppIdentifier);
						// send up session properties
						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.SendUnconnectedMessage (om, m_masterServer); // send message to peer
					} else {
						throw new Exception ("Could not resolve live host");
					}
				}
			}

			// run until we are done
			do {

				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]);
						}

//.........这里部分代码省略.........
开发者ID:ValXp,项目名称:MonoGame,代码行数:101,代码来源:MonoGamerPeer.cs

示例3: Main

        static void Main(string[] args)
        {
            IPEndPoint masterServerEndpoint = NetUtility.Resolve("localhost", CommonConstants.MasterServerPort);

            NetPeerConfiguration config = new NetPeerConfiguration("game");
            config.SetMessageTypeEnabled(NetIncomingMessageType.NatIntroductionSuccess, true);
            config.Port = 14242;

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

            Console.WriteLine("Server started; waiting 5 seconds...");
            System.Threading.Thread.Sleep(5000);

            var lastRegistered = -60.0f;

            while(Console.KeyAvailable == false || Console.ReadKey().Key != ConsoleKey.Escape)
            {
                // (re-)register periodically with master server
                if (NetTime.Now > lastRegistered + 60)
                {
                    // register with master server
                    NetOutgoingMessage regMsg = server.CreateMessage();
                    regMsg.Write((byte)MasterServerMessageType.RegisterHost);
                    IPAddress mask;
                    IPAddress adr = NetUtility.GetMyAddress(out mask);
                    regMsg.Write(server.UniqueIdentifier);
                    regMsg.Write(new IPEndPoint(adr, 14242));
                    Console.WriteLine("Sending registration to master server");
                    server.SendUnconnectedMessage(regMsg, masterServerEndpoint);
                    lastRegistered = (float)NetTime.Now;
                }

                NetIncomingMessage inc;
                while ((inc = server.ReadMessage()) != null)
                {
                    switch (inc.MessageType)
                    {
                        case NetIncomingMessageType.VerboseDebugMessage:
                        case NetIncomingMessageType.DebugMessage:
                        case NetIncomingMessageType.WarningMessage:
                        case NetIncomingMessageType.ErrorMessage:
                            Console.WriteLine(inc.ReadString());
                            break;
                        case NetIncomingMessageType.Data:
                            // incoming chat message from a client
                            string chat = inc.ReadString();
                            Console.WriteLine(chat);
                            //Output("Broadcasting '" + chat + "'");

                            // broadcast this to all connections, except sender
                            List<NetConnection> all = server.Connections; // get copy
                            all.Remove(inc.SenderConnection);

                            if (all.Count > 0) {
                                NetOutgoingMessage om = server.CreateMessage();
                                om.Write(NetUtility.ToHexString(inc.SenderConnection.RemoteUniqueIdentifier) + " said: " + chat);
                                server.SendMessage(om, all, NetDeliveryMethod.ReliableOrdered, 0);
                            }
                            break;
                    }
                }

                System.Threading.Thread.Sleep(1);
            }

            Console.ReadKey();
        }
开发者ID:RainsSoft,项目名称:lidgren-network-gen3,代码行数:68,代码来源:Program.cs


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