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C# NetServer.Start方法代码示例

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

        public void SetupServer(string gameName, int port = 14242, int maxConnections = 20)
        {
            // Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
            var config = new NetPeerConfiguration(gameName) { Port = port, MaximumConnections = maxConnections };
            _heroList = new List<LoginInfo>();
            // Set server port

            // Max client amount
            // Enable New messagetype. Explained later
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            // Create new server based on the configs just defined
            _gameServer = new NetServer(config);

            // Start it
            _gameServer.Start();

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

            // Object that can be used to store and read messages
            NetIncomingMessage inc;
            _serverThread = new Thread(() =>
            {
                while (true)
                {
                    ServerLoop();
                }
            });
            _serverThread.IsBackground = true;
            _serverThread.Start();
        }
开发者ID:Choochoo,项目名称:Ship,代码行数:32,代码来源:Host.cs

示例2: Main

		static void Main()
		{
			Application.EnableVisualStyles();
			Application.SetCompatibleTextRenderingDefault(false);
			MainForm = new Form1();

			NetPeerConfiguration config = new NetPeerConfiguration("durable");
			config.Port = 14242;
			config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
			config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
			config.EnableUPnP = true;
			Server = new NetServer(config);
			Server.Start();

			// attempt upnp port forwarding
			Server.UPnP.ForwardPort(14242, "Durable sample test");

			m_expectedReliableOrdered = new uint[3];
			m_reliableOrderedCorrect = new int[3];
			m_reliableOrderedErrors = new int[3];

			m_expectedSequenced = new uint[3];
			m_sequencedCorrect = new int[3];
			m_sequencedErrors = new int[3];

			Application.Idle += new EventHandler(AppLoop);
			Application.Run(MainForm);

			Server.Shutdown("App exiting");
		}
开发者ID:pr0gramm3r1,项目名称:AngryTanks,代码行数:30,代码来源:Program.cs

示例3: RegionServer

        /// <summary>
        ///     Constructor taking the path to the configuration file. 
        ///     Starts the lidgren server to start listening for connections, and 
        ///     initializes all data structres and such.
        /// </summary>
        /// <param name="configpath"></param>
        public RegionServer(string configpath)
        {
            //Load this region server's junk from xml
            XmlSerializer deserializer = new XmlSerializer(typeof(RegionConfig));
            RegionConfig regionconfig = (RegionConfig)deserializer.Deserialize(XmlReader.Create(configpath));

            //Create the server
            var config = new NetPeerConfiguration(regionconfig.ServerName);
            config.Port = regionconfig.ServerPort;
            LidgrenServer = new NetServer(config);
            LidgrenServer.Start();

            //Initizlie our data structures
            Characters = new Dictionary<Guid, Character>();
            UserIdToMasterServer = new Dictionary<Guid, NetConnection>();
            TeleportEnters = new List<TeleportEnter>(regionconfig.TeleportEnters);
            TeleportExits = new List<TeleportExit>(regionconfig.TeleportExits);
            ItemSpawns = new List<ItemSpawn>(regionconfig.ItemSpawns);
            ItemSpawnIdGenerator = new UniqueId();
            ItemSpawnsWaitingForSpawn = new Dictionary<ItemSpawn, DateTime>();

            foreach(ItemSpawn spawn in ItemSpawns)
                ItemSpawnIdGenerator.RegisterId(spawn.Id);

            RegionId = regionconfig.RegionId;
        }
开发者ID:addiem7c5,项目名称:Old-Stability-Stuff,代码行数:32,代码来源:RegionServer.cs

示例4: WizardryGameServer

        /// <summary>
        /// Default constructor for the WizardryGameServer class.
        /// </summary>
        public WizardryGameServer()
        {
            graphics = new GraphicsDeviceManager( this );
            Content.RootDirectory = "Content";
            textureProvider = new TextureProvider( Content );

            // Windows Settings for the XNA window
            Window.Title = "Wizardry Server";
            graphics.PreferredBackBufferWidth = 200;
            graphics.PreferredBackBufferHeight = 1;

            // Set up the lobbies list
            lobbies = new GameLobby[GameSettings.MAX_LOBBIES];
            for ( int i = 0; i < GameSettings.MAX_LOBBIES; ++i )
            {
                lobbies[i] = null;
            }

            playerLobbies = new ConcurrentDictionary<long, int>();

            // Setup the server configuration
            NetPeerConfiguration config = new NetPeerConfiguration( GameSettings.APP_NAME );
            config.Port = GameSettings.SERVER_PORT_NUM;
            config.EnableMessageType( NetIncomingMessageType.DiscoveryRequest );

            // Start the server
            server = new NetServer( config );
            server.Start();
            WriteConsoleMessage( "Server starting!" );

            // Start the Packet Receiver thread
            Thread packets = new Thread( new ThreadStart( this.PacketProcessor ) );
            packets.Start();
        }
开发者ID:nezek6,项目名称:Wizardry,代码行数:37,代码来源:WizardryGameServer.cs

示例5: SetUpConnection

        public void SetUpConnection()
        {
            configuration = new NetPeerConfiguration("PingPong");

            configuration.EnableMessageType(NetIncomingMessageType.WarningMessage);
            configuration.EnableMessageType(NetIncomingMessageType.VerboseDebugMessage);
            configuration.EnableMessageType(NetIncomingMessageType.ErrorMessage);
            configuration.EnableMessageType(NetIncomingMessageType.Error);
            configuration.EnableMessageType(NetIncomingMessageType.DebugMessage);
            configuration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            configuration.EnableMessageType(NetIncomingMessageType.Data);

            switch (networkRole)
            {
                case GamerNetworkType.Client:
                    Client = new NetClient(configuration);
                    Client.Start();
                    Client.Connect(new IPEndPoint(NetUtility.Resolve(IP), Convert.ToInt32(Port)));
                    break;
                case GamerNetworkType.Server:
                    configuration.Port = Convert.ToInt32(Port);
                    Server = new NetServer(configuration);
                    Server.Start();
                    break;
                default:
                    throw new ArgumentException("Network type was not set");
            }
        }
开发者ID:ICanHaz,项目名称:Super-Ping-Pong,代码行数:28,代码来源:NetworkManager.cs

示例6: NetworkManager

 public NetworkManager(int Port, string AppID)
 {
     Config = new NetPeerConfiguration(AppID);
     Config.Port = Port;
     Server = new NetServer(Config);
     Server.Start();
 }
开发者ID:fusspawn,项目名称:sobriety,代码行数:7,代码来源:NetworkManager.cs

示例7: MasterServer

        /// <summary>
        ///     Server constructor, starts the server and connects to all region servers.
        /// </summary>
        /// <remarks>
        ///     TODO: Make the config file be able to be in a different location. Load from command line.
        /// </remarks>
        public MasterServer()
        {
            //Load this region server's junk from xml
            XmlSerializer deserializer = new XmlSerializer(typeof(MasterConfig));
            MasterConfig masterconfig = (MasterConfig)deserializer.Deserialize(XmlReader.Create(@"C:\Users\Addie\Programming\Mobius\Mobius.Server.MasterServer\bin\Release\MasterData.xml"));
            //Start it with the name MobiusMasterServer, and let connection approvals be enabled
            var config = new NetPeerConfiguration(masterconfig.ServerName);
            config.Port = masterconfig.ServerPort;
            config.MaximumConnections = masterconfig.MaxConnections;
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            LidgrenServer = new NetServer(config);

            RegionServers = new Dictionary<ushort, NetClient>();
            foreach(RegionInfo info in masterconfig.RegionServers)
            {
                NetClient region = new NetClient(new NetPeerConfiguration(info.ServerName));
                region.Start();
                region.Connect(info.ServerIp, info.ServerPort);
                RegionServers.Add(info.RegionId, region);
            }

            //Initialize our data structures
            Users = new Dictionary<Guid, User>();
            UserIdToCharacters = new Dictionary<Guid, List<Character>>();
            //Start the server
            LidgrenServer.Start();
        }
开发者ID:addiem7c5,项目名称:Old-Stability-Stuff,代码行数:33,代码来源:MasterServer.cs

示例8: GameServer

        public GameServer()
        {
            /* Load Resources */
            Console.WriteLine("Loading Resources...");
            Resources = new ResourceManager();
            Resources.Load();

            /* Setting Up Server */
            Console.WriteLine("Starting Up Server...");
            //Package.RecompilePackages();
            //CodeManager StartUp = Package.GetPackage(Game.ServerInfo.StartupPackage).CodeManager;
            //StartUp.RunMain();
            //Game.World.Chunks.ClearWorldGen();
            //Game.World.Chunks.AddWorldGens(StartUp.GetWorldGens());
            Game.World.ClearWorldGen();
            List<WorldGenerator> temp = new List<WorldGenerator>();
            temp.Add(new WorldGenerator());
            Game.World.AddWorldGen(temp);

            /* Listen for Clients */
            NetPeerConfiguration Configuration = new NetPeerConfiguration("FantasyScape");
            Configuration.Port = 54987;
            Configuration.MaximumConnections = 20;
            Server = new NetServer(Configuration);
            Server.Start();
            Message.RegisterServer(Server);

            UpdateTimer = new Stopwatch();
            UpdateTimer.Start();

            Console.WriteLine("Ready!");
        }
开发者ID:CloneDeath,项目名称:FantasyScape,代码行数:32,代码来源:GameServer.cs

示例9: ServerHandleConnections

        /// <summary>
        ///     Метод для работып отока обработчика входящих новых соединений с сервером
        /// </summary>
        private static void ServerHandleConnections(object obj) {
            Log.Print("Starting Listen connections", LogType.Network);

            var config = new NetPeerConfiguration(Settings.GameIdentifier) {
                Port = Settings.Port,
                MaximumConnections = Settings.MaxConnections,
                SendBufferSize = 400000,
                UseMessageRecycling = true,
            };

            /* Получаем возможные адреса сервера */
            Log.Print("Server IP's:", LogType.Network);
            Log.Print("-------", LogType.Network);
            IPAddress[] ipList = Dns.GetHostAddresses(Dns.GetHostName());
            foreach (IPAddress ip in ipList) {
                if (ip.AddressFamily == AddressFamily.InterNetwork) {
                    Log.Print(ip.ToString(), LogType.Network);
                }
            }
            Log.Print("-------", LogType.Network);

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

            // Запускаем обработчик пакетов
            StartProcessIncomingMessages();
        }
开发者ID:Insality,项目名称:essence-of-shadows,代码行数:30,代码来源:Server.cs

示例10: OnInitialise

 protected override void OnInitialise()
 {
     Log.Info(String.Format("Initialising NetServer on Port {0}..", _config.Port));
     OnIncomingMessage += LidgrenServer_OnIncomingMessage;
     _config.AcceptIncomingConnections = true;
     _server = new NetServer(_config);
     _server.Start();
 }
开发者ID:Azerothian,项目名称:Empire,代码行数:8,代码来源:LidgrenServer.cs

示例11: Main

        private static void Main(string[] args)
        {
            var config = new NetPeerConfiguration("airgap")
            {
                Port = port,
                MaximumConnections = 50,
                ConnectionTimeout = 5f
            };

            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);

            var server = new NetServer(config);
            server.Start();
            Console.WriteLine("AudioGap Server Started");
            waveOut.DeviceNumber = 0; // TODO: need an option for this

            while (true)
            {
                NetIncomingMessage msg;

                if ((msg = server.ReadMessage()) == null)
                {
                    Thread.Sleep(1);
                    continue;
                }

                switch (msg.MessageType)
                {
                    case NetIncomingMessageType.VerboseDebugMessage:
                    case NetIncomingMessageType.DebugMessage:
                    case NetIncomingMessageType.WarningMessage:
                    case NetIncomingMessageType.ErrorMessage:
                        Console.WriteLine(msg.ReadString());
                        break;

                    case NetIncomingMessageType.StatusChanged:
                        var status = (NetConnectionStatus)msg.ReadByte();
                        string reason = msg.ReadString();
                        Console.WriteLine("New status: " + status + " (" + reason + ")");
                        break;

                    case NetIncomingMessageType.ConnectionApproval:
                        SetupAudio(msg);
                        msg.SenderConnection.Approve();
                        break;

                    case NetIncomingMessageType.Data:
                        if (msg.SenderConnection.Status == NetConnectionStatus.Connected)
                            HandleAudioPacket(msg);
                        break;

                    default:
                        Console.WriteLine("Unhandled type: " + msg.MessageType);
                        break;
                }
            }
        }
开发者ID:JamieH,项目名称:AudioGap,代码行数:57,代码来源:Program.cs

示例12: Initialize

 private void Initialize()
 {
     mConfig.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
     mConfig.Port = port;
     mPeer = new NetServer(mConfig);
     mPeer.Start();
     mOutgoingMessage = mPeer.CreateMessage();
     while(true) CheckForMessages();
 }
开发者ID:Will2817,项目名称:COMP3004,代码行数:9,代码来源:HostServiceImpl.cs

示例13: Server

		public Server()
		{
			NetPeerConfiguration config = new NetPeerConfiguration( "Server" );
			config.Port = 14242;

			instance = new NetServer( config );

			instance.Start();
		}
开发者ID:AKNightHawk,项目名称:AssaultKnights2,代码行数:9,代码来源:Server.cs

示例14: Server_Load

        private void Server_Load(object sender, EventArgs e)
        {
            NetPeerConfiguration config = new NetPeerConfiguration("Testing");
            config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
            config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
            config.Port = 50001;

            server =  new NetServer(config);
            server.Start();
        }
开发者ID:DV8FromTheWorld,项目名称:C-Sharp-Programming,代码行数:10,代码来源:Server.cs

示例15: NetworkServer

        public NetworkServer()
        {
            var cfg = new NetConfiguration("aav.defense");
            cfg.Address = IPAddress.Any;
            cfg.Port = 52244;
            cfg.AnswerDiscoveryRequests = true;
            _srv = new NetServer(cfg);

            _srv.Start();
        }
开发者ID:cadahl,项目名称:defense,代码行数:10,代码来源:NetworkServer.cs


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