本文整理汇总了C#中NetworkClient类的典型用法代码示例。如果您正苦于以下问题:C# NetworkClient类的具体用法?C# NetworkClient怎么用?C# NetworkClient使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
NetworkClient类属于命名空间,在下文中一共展示了NetworkClient类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
bool chatStarted = false;
networkClient.OutLogMessage("Starting chat...");
//Get chat info
string getInfo = Packet.BuildPacket(FromClient.CHAT_CTRL, Chat.START);
networkClient.SendData(getInfo);
//Start chat
Packet chat = networkClient.InputQueue.Pop(FromServer.CHAT_CTRL);
if (chat != null)
{
string chatServer = chat["@server"];
string sessionId = (string)client.AdditionalData[ObjectPropertyName.SESSION_ID][0];
chatStarted = networkClient.StartChat(chatServer, sessionId);
if (chatStarted)
{
//1: Session ID, 2: Login
string chatAuth = Packet.BuildPacket(FromClient.CHAT_CTRL, Chat.AUTH,
sessionId, client.Login);
networkClient.SendChatData(chatAuth);
}
}
networkClient.OutLogMessage(!chatStarted
? "WARNING: chat wasn`t started"
: "Chat was successfully started");
return true;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:31,代码来源:LoginStep5_StartChat.cs
示例2: OnStartClient
public override void OnStartClient(NetworkClient client)
{
HideLobbyCamera();
pauseMenu.SetActive(true);
ShowHUD();
Cursor.lockState = CursorLockMode.Locked; // keep confined in the game window
}
开发者ID:ShadeXIII,项目名称:call-of-senpai-360-no-scope,代码行数:7,代码来源:CustomNetworkManager.cs
示例3: InitializeScene
public override void InitializeScene(ICanvas canvas)
{
// Connect with simulator
connection = new NetworkClient();
if (!connection.Connect("ganberg2", 9999))
{
throw new ApplicationException("Unable to establish connection with host.");
}
else
{
connection.Subscribe("TimeTick");
connection.Subscribe("ViewProUpdate");
}
// Create and initialize Gameboard.
background = new Obj_Sprite(texture_file, SpriteFlags.SortTexture | SpriteFlags.AlphaBlend);
background.Initialize(canvas);
background.Position = new Vector3(0, 0, 0);
background.Rotation = new Vector3(0, 0, 0);
background.Scaling = new Vector3(1, 1, 1);
background.Texture(canvas);
// Initialize and create Font;
this._myFont = canvas.CreateFont(new System.Drawing.Font("Arial", 10));
message = string.Empty;
//f16 = new Obj_Sprite("f16.png", SpriteFlags.AlphaBlend);
//f16.Initialize(canvas);
//f16.Texture(canvas);
//f16.Position = new Vector3(0, 0, 0);
//f16.Rotation = new Vector3(0, 0, 0);
//f16.Scaling = new Vector3(1, 1, 1);
}
开发者ID:wshanshan,项目名称:DDD,代码行数:34,代码来源:GIS_Scene.cs
示例4: UniqueInstance
public static EventListener UniqueInstance(NetworkClient server)
{
if (_uniqueInstance == null)
_uniqueInstance = new EventListener(server);
return _uniqueInstance;
}
开发者ID:wshanshan,项目名称:DDD,代码行数:7,代码来源:EventListener.cs
示例5: SendCharacterCreateCity
/// <summary>
/// Sends a CharacterCreate packet to a CityServer.
/// </summary>
/// <param name="LoginArgs">Arguments used to log onto the CityServer.</param>
/// <param name="Character">The character to create on the CityServer.</param>
public static void SendCharacterCreateCity(NetworkClient Client, UISim Character)
{
PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, 0);
MemoryStream PacketData = new MemoryStream();
BinaryWriter Writer = new BinaryWriter(PacketData);
Writer.Write((byte)Client.ClientEncryptor.Username.Length);
Writer.Write(Encoding.ASCII.GetBytes(Client.ClientEncryptor.Username), 0,
Encoding.ASCII.GetBytes(Client.ClientEncryptor.Username).Length);
Writer.Write(PlayerAccount.CityToken);
Writer.Write(Character.Timestamp);
Writer.Write(Character.Name);
Writer.Write(Character.Sex);
Writer.Write(Character.Description);
Writer.Write((ulong)Character.HeadOutfitID);
Writer.Write((ulong)Character.BodyOutfitID);
Writer.Write((byte)Character.Avatar.Appearance);
Packet.WriteBytes(PacketData.ToArray());
Writer.Close();
Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY, Packet.ToArray());
}
开发者ID:ddfczm,项目名称:Project-Dollhouse,代码行数:30,代码来源:UIPacketSenders.cs
示例6: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
if (IsReadyForAction)
{
_gameItemsGroups = Instance.GameItemsGroups;
//Current location must be quction, check it
string locationIdent = Helper.GetCurrentLocationIdent(client);
if (Locations.Auctions.Contains(locationIdent))
{
//Sell items from auc
DoSellingItemsFromAuc(networkClient, client);
//Sell items from inventory
DoSellingItemsFromInv(networkClient, client);
}
//Clear auction items cache
_auctionItems.Clear();
_prewSellingTime = Environment.TickCount;
return true;
}
return false;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:26,代码来源:GameStep_Selling.cs
示例7: SetupClient
// Create a client and connect to the server port
public void SetupClient()
{
myClient = new NetworkClient();
myClient.RegisterHandler(MsgType.Connect, OnConnected);
myClient.RegisterHandler(MyMsgType.Info, OnInfo);
myClient.Connect("10.250.235.162", 3000);
}
开发者ID:LinasKo,项目名称:MetaVerse,代码行数:8,代码来源:NetworkManager.cs
示例8: OnMatchJoined
public void OnMatchJoined(JoinMatchResponse matchJoin)
{
if (matchJoin.success)
{
Debug.Log("Join match succeeded");
if (_lobby.matchCreated)
{
Debug.LogWarning("Match already set up, aborting...");
return;
}
MatchInfo matchInfo = new MatchInfo(matchJoin);
Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString));
_client = new NetworkClient();
_client.RegisterHandler(MsgType.Connect, OnConnected);
_client.RegisterHandler(MsgType.Disconnect, OnDisconnect);
_client.RegisterHandler(MsgType.Error, OnError);
_client.RegisterHandler(MsgType.AddPlayer, AddPlayerMessage);
//_client.RegisterHandler(MsgType.Owner, OwnerMes);
_client.RegisterHandler(100, MesFromServer);
NetworkManager.singleton.StartClient(matchInfo);
//_client.Connect(matchInfo);
}
else
{
Debug.LogError("Join match failed.");
}
}
开发者ID:Dotby,项目名称:Funny-heads,代码行数:30,代码来源:ClientEngine.cs
示例9: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
if (IsReadyForAction)
{
DateTime now = DateTime.Now;
//Collect garbage
IEnumerable<Packet> packets = networkClient.InputQueue.PeakAll(null).
Where(p => now.Subtract(p.ReceiveTime).TotalSeconds >= TTL_OF_PACKER_SEC);
networkClient.InputQueue.RemoveAll(packets);
//Generate list of unknown packets
Packet[] unkPackets = packets.Where(p => !_sysPackets.Contains(p.Type)).ToArray();
if (unkPackets.Length > 0)
{
//Generate log message
StringBuilder message = new StringBuilder();
foreach (Packet packet in unkPackets)
{
message.AppendFormat("{0}{1}", message.Length == 0 ? "" : ", ",
packet.Type);
}
message.Insert(0, "GC -> unknown packets: ");
//Send log message
networkClient.OutLogMessage(message.ToString());
}
_prewGCCollectTime = Environment.TickCount;
}
return true;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:32,代码来源:GameSystemStep_GC.cs
示例10: SetupClient
public void SetupClient()
{
myClient = new NetworkClient();
myClient.RegisterHandler(MsgType.Connect, OnConnected);
myClient.Connect("192.16.7.21", 8888);
isAtStartup = false;
}
开发者ID:coringuyen,项目名称:Networking,代码行数:7,代码来源:clientandsever.cs
示例11: MainX
public static void MainX(string[] args)
{
ServiceHost service = new ServiceHost(NetworkInput.Instance);
ServiceEndpoint endpoint = service.AddServiceEndpoint(
typeof(XnaSpace.Input.INetworkInputService),
new NetTcpBinding(),
args[0]);
Console.WriteLine(endpoint.ListenUri);
service.Open();
Console.WriteLine("Create Another");
Console.ReadLine();
Binding binding = new NetTcpBinding();
EndpointAddress endpointAddress = new EndpointAddress(args[1]);
NetworkClient client = new NetworkClient(binding, endpointAddress);
client.Open();
using (Space game = new Space(client))
{
game.Run();
}
try
{
client.Close();
service.Close();
}
catch (Exception)
{
}
}
开发者ID:davidajulio,项目名称:hx,代码行数:29,代码来源:Program.cs
示例12: SetSubnetRouteTableTests
public SetSubnetRouteTableTests()
{
this.networkingClientMock = new Mock<INetworkManagementClient>();
this.computeClientMock = new Mock<IComputeManagementClient>();
this.managementClientMock = new Mock<IManagementClient>();
this.mockCommandRuntime = new MockCommandRuntime();
this.client = new NetworkClient(
networkingClientMock.Object,
computeClientMock.Object,
managementClientMock.Object,
mockCommandRuntime);
this.networkingClientMock
.Setup(c => c.Routes.GetRouteTableForSubnetAsync(
VirtualNetworkName,
SubnetName,
It.IsAny<CancellationToken>()))
.Returns(Task.Factory.StartNew(() =>
new Models.GetRouteTableForSubnetResponse()
{
RouteTableName = RouteTableName
}));
this.networkingClientMock
.Setup(c => c.Routes.AddRouteTableToSubnetAsync(
VirtualNetworkName,
SubnetName,
It.Is<Models.AddRouteTableToSubnetParameters>(
p => string.Equals(p.RouteTableName, RouteTableName)),
It.IsAny<CancellationToken>()))
.Returns(Task.Factory.StartNew(() => new Azure.OperationStatusResponse()));
}
开发者ID:docschmidt,项目名称:azure-powershell,代码行数:32,代码来源:SetSubnetRouteTableTests.cs
示例13: SetIPForwardingTests
public SetIPForwardingTests()
{
this.networkingClientMock = new Mock<INetworkManagementClient>();
this.computeClientMock = new Mock<IComputeManagementClient>();
this.managementClientMock = new Mock<IManagementClient>();
this.mockCommandRuntime = new MockCommandRuntime();
this.client = new NetworkClient(
networkingClientMock.Object,
computeClientMock.Object,
managementClientMock.Object,
mockCommandRuntime);
this.computeClientMock
.Setup(c => c.Deployments.GetBySlotAsync(ServiceName, DeploymentSlot.Production, It.IsAny<CancellationToken>()))
.Returns(Task.Factory.StartNew(() => new DeploymentGetResponse()
{
Name = DeploymentName
}));
this.networkingClientMock
.Setup(c => c.IPForwarding.SetOnRoleAsync(
ServiceName,
DeploymentName,
RoleName,
It.IsAny<IPForwardingSetParameters>(),
It.IsAny<CancellationToken>()))
.Returns(Task.Factory.StartNew(() => new Azure.OperationStatusResponse()));
}
开发者ID:docschmidt,项目名称:azure-powershell,代码行数:28,代码来源:SetIPForwardingTests.cs
示例14: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
networkClient.OutLogMessage("Getting a servers list...");
//Send greeting
string greeting = Packet.BuildPacket(FromClient.GREETING);
networkClient.SendData(greeting);
//Get response
Packet packet = networkClient.InputQueue.Pop();
if (packet != null)
{
//Get available servers
List<string> servers = packet.GetValues("S/@host");
//Log message
StringBuilder sServers = new StringBuilder();
//Store available servers
foreach (string server in servers)
{
sServers.AppendFormat("{0}{1}", sServers.Length > 0 ? ", " : "", server);
client.AdditionalData.Add(ObjectPropertyName.GAME_SERVER, server);
}
networkClient.OutLogMessage(sServers.Insert(0, "Available servers: ").ToString());
return true;
}
networkClient.ThrowError("Failed to getting a servers list or the connection was terminated");
return false;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:33,代码来源:LoginStep1_Greeting.cs
示例15: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
int curTickCount = Environment.TickCount;
//Just started
if (_prewPingTime == 0)
{
_prewPingTime = curTickCount;
return false;
}
if (curTickCount - _prewPingTime >= PING_DELAY_MS)
{
//Query params: 0: is a first time ping?, [1]: I1, [2]: ID2, [3]: ID1
string ping = Packet.BuildPacket(FromClient.PING,
_firstTime,
client.AdditionalData[ObjectPropertyName.I1][0],
client.AdditionalData[ObjectPropertyName.ID2][0],
client.AdditionalData[ObjectPropertyName.ID1][0]);
networkClient.SendData(ping);
networkClient.SendChatData(ping);
_firstTime = false;
_prewPingTime = Environment.TickCount;
return true;
}
return false;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:29,代码来源:GameSystemStep_Ping.cs
示例16: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
Packet[] packets = networkClient.InputQueue.PopAll(FromServer.ERROR);
foreach (Packet packet in packets)
{
string errorCode = packet["@code"];
string errorMessage = Errors.GameError.GetErrorMessage(errorCode);
switch (errorCode)
{
case Errors.GameError.E_USER_HAS_DROPPED:
case Errors.GameError.E_PLAYER_ON_ANOTHER_SERVER:
case Errors.GameError.E_CONNECTION_ERROR:
{
networkClient.ThrowError(errorMessage);
break;
}
default:
{
networkClient.OutLogMessage(string.Format("ERROR: {0}", errorMessage));
break;
}
}
}
return true;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:25,代码来源:GameSystemStep_Errors.cs
示例17: OnStartClient
//automatically called when starting a client
public override void OnStartClient(NetworkClient mClient)
{
Debug.Log ("onstartclient called");
base.OnStartClient(mClient);
mClient.RegisterHandler((short)MyMessages.MyMessageTypes.CHAT_MESSAGE, OnClientChatMessage);
mClient.RegisterHandler((short)MyMessages.MyMessageTypes.USER_INFO, OnClientUserInfo);
}
开发者ID:15466Group,项目名称:chat,代码行数:8,代码来源:NetworkScript.cs
示例18: OnCharacterCreationStatus
public static void OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
{
CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();
switch (CCStatus)
{
case CharacterCreationStatus.Success:
Guid CharacterGUID = new Guid();
//CityToken didn't exist, so transition to CityServer hasn't happened yet.
if (PlayerAccount.CityToken == "")
{
CharacterGUID = new Guid(Packet.ReadPascalString());
PlayerAccount.CityToken = Packet.ReadPascalString();
}
NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
if(PlayerAccount.CityToken == "")
PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());
break;
case CharacterCreationStatus.ExceededCharacterLimit:
NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
break;
case CharacterCreationStatus.NameAlreadyExisted:
NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
break;
case CharacterCreationStatus.GeneralError:
NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
break;
default:
break;
}
}
开发者ID:Tranquill6,项目名称:Project-Dollhouse,代码行数:35,代码来源:UIPacketHandlers.cs
示例19: DoStep
public bool DoStep(NetworkClient networkClient, GameClient client)
{
DateTime now = DateTime.Now;
ChatMessage[] outChatMessages = _outChatMessages.Where(cm => cm.MessageTime <= now ).ToArray();
if (outChatMessages.Length > 0)
{
foreach (ChatMessage chatMessage in outChatMessages)
{
_outChatMessages.Remove(chatMessage);
//1: From, 2: To, 3: Type, 4: Message
string message = Packet.BuildPacket(FromClient.CHAT_MESSAGE,
Chat.POST, client.Login, chatMessage.Sender, chatMessage.Type,
chatMessage.Message);
networkClient.SendChatData(message);
//Play notification for private message
_soundPlayer.Play();
//Out chat message
string logMessage = string.Format("[{0}] {1} [{2}] {3}",
client.Login,
chatMessage.Type == ChatMessageType.Pivate ? "private" : "to",
chatMessage.Sender, chatMessage.Message);
networkClient.OutChatMessage(logMessage);
}
return true;
}
return false;
}
开发者ID:TimeZeroForever,项目名称:TZToolz,代码行数:32,代码来源:GameSystemStep_ChatBot.cs
示例20: Client_ConnectionStatusChanged
void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status )
{
switch( status )
{
case NetworkConnectionStatuses.Disconnected:
{
string text = string.Format( "Disconnected. Reason: \"{0}\"",
sender.DisconnectionReason );
Log( text );
Disconnect();
}
break;
case NetworkConnectionStatuses.Connecting:
Log( "Connecting..." );
break;
case NetworkConnectionStatuses.Connected:
Log( "Connected" );
Log( "Server: \"{0}\"", sender.RemoteServerName );
foreach( string serviceName in sender.ServerConnectedNode.RemoteServices )
Log( "Server service: \"{0}\"", serviceName );
buttonConnect.Enabled = false;
buttonDisconnect.Enabled = true;
textBoxUserName.ReadOnly = true;
textBoxAddress.ReadOnly = true;
textBoxEnterText.ReadOnly = false;
buttonSend.Enabled = true;
break;
}
}
开发者ID:whztt07,项目名称:SDK,代码行数:32,代码来源:ClientForm.cs
注:本文中的NetworkClient类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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