本文整理匯總了Golang中github.com/desertbit/glue.Socket.RemoteAddr方法的典型用法代碼示例。如果您正苦於以下問題:Golang Socket.RemoteAddr方法的具體用法?Golang Socket.RemoteAddr怎麽用?Golang Socket.RemoteAddr使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類github.com/desertbit/glue.Socket
的用法示例。
在下文中一共展示了Socket.RemoteAddr方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: onNewSocket
func onNewSocket(s *glue.Socket) {
// Set a function which is triggered as soon as the socket is closed.
s.OnClose(func() {
log.Printf("socket closed with remote address: %s", s.RemoteAddr())
})
// Run the read loop in a new goroutine.
go readLoop(s)
// Send a welcome string to the client.
s.Write("Hello Client")
}
示例2: onNewSocket
func onNewSocket(s *glue.Socket) {
// Set a function which is triggered as soon as the socket is closed.
s.OnClose(func() {
log.Printf("socket closed with remote address: %s", s.RemoteAddr())
})
// Set a function which is triggered during each received message.
s.OnRead(func(data string) {
// Echo the received data back to the client.
s.Write(data)
})
// Send a welcome string to the client.
s.Write("Hello Client")
}
示例3: ConnectPlayer
// ConnectPlayer handles connecting a new player to the game
func (s *Server) ConnectPlayer(socket *glue.Socket) {
// Logging
log15.Debug("socket connected", "address", socket.RemoteAddr())
socket.OnClose(func() {
log15.Debug("socket closed", "address", socket.RemoteAddr())
})
// Attempt to allocate free player Slot
if slot := s.nextSlot(); slot != -1 {
log15.Info("Accepting new player connection", "slot", slot)
s.ConnectedPlayers[slot] = &Player{
Server: s,
Slot: slot,
Socket: socket,
}
s.ConnectedPlayers[slot].Socket.OnClose(func() {
log15.Debug("socket closed", "address", socket.RemoteAddr())
s.DisconnectPlayer(slot)
})
s.NumConnectedPlayers++
s.ConnectedPlayers[slot].Socket.Write(msg.SConnected)
s.ConnectedPlayers[slot].Socket.Write(msg.SDisplayMessage + ":Press [SPACEBAR] To Spawn!")
go s.ConnectedPlayers[slot].ReadLoop()
} else {
// No free slots available
log15.Info("Rejecting new player connection: Server is full!")
socket.Write(msg.SGameFull)
}
}