finally i solve the problem
class in the world and where we will spend the whole game ie where are the monsters, npc players and even my divuda is if I have to pass this code to xna or simply can stay like this
create a connection client
Your previous post seems to indicate you have solved the problem, so it isn't clear what help you now require. Can you elaborate on your current issue? If there is an error, post it. If the problem is with the runtime behaviour, can you explain what you are actually seeing versus what you expect to see?
If possible, post a minimal code example that demonstrates the error or behaviour. Try to isolate the problem from the rest of your code.
If possible, post a minimal code example that demonstrates the error or behaviour. Try to isolate the problem from the rest of your code.
i have the login and world like this public sealed partial class World : Window
i my question is the world can be public sealed partial class World : Window your have to be a game component
if yes you pass the windows to a game component
i my question is the world can be public sealed partial class World : Window your have to be a game component
if yes you pass the windows to a game component
i make some changes in my server but i can´t recive the username and the password
this is the code
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
namespace RelayServer
{
public class Client
{
//Encapsulated
private TcpClient client;
//Byte array that is populated when a user receives data
private byte[] readBuffer;
//Create the events
public event ConnectionEvent UserDisconnected;
public event DataReceivedEvent DataReceived;
//The ID of this client, the constructor is only allowed to set this variable
public readonly byte id;
//IP of the connected client
public string IP;
public string username;
public string password;
//Is this client disconnected?
bool connected = false;
/// <summary>
/// Create a new client
/// </summary>
/// <param name="client">TcpClient object to use</param>
/// <param name="id">ID to give to the client</param>
public Client(TcpClient client, byte id)
{
readBuffer = new byte[Properties.Settings.Default.ReadBufferSize];
this.id = id;
this.client = client;
IP = client.Client.RemoteEndPoint.ToString();
client.NoDelay = true;
StartListening();
connected = true;
}
/// <summary>
/// Create an empty Client object
/// </summary>
/// <param name="ip">IP to give to the client</param>
/// <param name="port">Port to connect</param>
public Client(string ip, int port,string username,string password)
{
readBuffer = new byte[Properties.Settings.Default.ReadBufferSize];
id = byte.MaxValue;
client = new TcpClient();
client.NoDelay = true;
client.Connect(ip, port,username,password);
StartListening();
connected = true;
}
/// <summary>
/// Disconnect the client from the server
/// </summary>
public void Disconnect()
{
if (connected)
{
connected = false;
client.Close();
//Call all delegates
if (UserDisconnected != null)
UserDisconnected(this, this);
}
}
/// <summary>
/// Start listening for new data
/// </summary>
private void StartListening()
{
client.GetStream().BeginRead(readBuffer, 0, Properties.Settings.Default.ReadBufferSize, StreamReceived, null);
}
/// <summary>
/// Data was received
/// </summary>
/// <param name="ar">Async status</param>
private void StreamReceived(IAsyncResult ar)
{
int bytesRead = 0;
try
{
lock (client.GetStream())
{
bytesRead = client.GetStream().EndRead(ar);
}
}
catch (Exception e) { }
//An error happened that created bad data
if (bytesRead == 0)
{
Disconnect();
Console.WriteLine("Client {0}: {1}\n{2}", IP, "Bad data", "Disconnecting");
return;
}
//Create the byte array with the number of bytes read
byte[] data = new byte[bytesRead];
//Populate the array
for (int i = 0; i < bytesRead; i++)
data[i] = readBuffer[i];
//Listen for new data
StartListening();
//Call all delegates
if (DataReceived != null)
DataReceived(this, data);
}
/// <summary>
/// Code to actually send the data to the client
/// </summary>
/// <param name="b">Data to send</param>
public void SendData(byte[] b)
{
//Try to send the data. If an exception is thrown, disconnect the client
try
{
lock (client.GetStream())
{
client.GetStream().BeginWrite(b, 0, b.Length, null, null);
}
}
catch (Exception e)
{
Console.WriteLine("Client {0}: {1}", IP, e.ToString());
}
}
/// <summary>
/// Code to send data in a MemoryStream format
/// </summary>
/// <param name="ms">The data to send</param>
public void SendMemoryStream(System.IO.MemoryStream ms)
{
lock (ms)
{
int bytesWritten = (int)ms.Position;
byte[] result = new byte[bytesWritten];
ms.Position = 0;
ms.Read(result, 0, bytesWritten);
SendData(result);
}
}
/// <summary>
/// String representation of the Client
/// </summary>
/// <returns>IP address</returns>
public override string ToString()
{
return IP;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace RelayServer
{
public delegate void ConnectionEvent(object sender, Client user);
public delegate void DataReceivedEvent(Client sender, byte[] data);
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
namespace RelayServer
{
public class Listener
{
private TcpListener listener;
//send an even once we receive a user
public event ConnectionEvent userAdded;
//a variable to keep track of how many users we've added
private bool[] usedUserID;
/// <summary>
/// Create a new Listener object
/// </summary>
/// <param name="portNr">Port to use</param>
public Listener(int portNr)
{
//Create an array to hold the used IDs
usedUserID = new bool[Properties.Settings.Default.MaxNumberOfClients];
//Create the internal TcpListener
listener = new TcpListener(IPAddress.Any, portNr);
}
/// <summary>
/// Starts a new session of listening for messages.
/// </summary>
public void Start()
{
listener.Start();
ListenForNewClient();
}
/// <summary>
/// Stops listening for messages.
/// </summary>
public void Stop()
{
listener.Stop();
}
/// <summary>
/// Used for allowing new users to connect
/// </summary>
private void ListenForNewClient()
{
listener.BeginAcceptTcpClient(AcceptClient, null);
}
/// <summary>
/// Called when a client connects to the server
/// </summary>
/// <param name="ar">Status of the Async method</param>
private void AcceptClient(IAsyncResult ar)
{
//We need to end the Async method of accepting new clients
TcpClient client = listener.EndAcceptTcpClient(ar);
//id is originally -1 which means a user cannot connect
int id = -1;
for (byte i = 0; i < usedUserID.Length; i++)
{
if (usedUserID[i] == false)
{
id = i;
break;
}
}
//If the id is still -1, the client what wants to connect cannot (probably because we have reached the maximum number of clients
if (id == -1)
{
Console.WriteLine("Client " + client.Client.RemoteEndPoint.ToString() + " cannot connect. ");
return;
}
//ID is valid, so create a new Client object with the server ID and IP
usedUserID[id] = true;
Client newClient = new Client(client, (byte)id);
//We are now connected, so we need to set up the User Disconnected event for this user.
newClient.UserDisconnected += new ConnectionEvent(client_UserDisconnected);
//We are now connected, so call all delegates of the UserAdded event.
if (userAdded != null)
userAdded(this, newClient);
//Begin listening for new clients
ListenForNewClient();
}
/// <summary>
/// User disconnects from the server
/// </summary>
/// <param name="sender">Original object that called this method</param>
/// <param name="user">Client to disconnect</param>
void client_UserDisconnected(object sender, Client user)
{
usedUserID[user.id] = false;
}
}
}
?using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace RelayServer
{
public class Server
{
//Singleton in case we need to access this object without a reference (call <Class_Name>.singleton)
public static Server singleton;
//Create an object of the Listener class.
Listener listener;
public Listener Listener
{
get { return listener; }
}
//Array of clients
Client[] client;
//number of connected clients
int connectedClients = 0;
//Writers and readers to manipulate data
MemoryStream readStream;
MemoryStream writeStream;
BinaryReader reader;
BinaryWriter writer;
/// <summary>
/// Create a new Server object
/// </summary>
/// <param name="port">The port you want to use</param>
public Server(int port)
{
//Initialize the array with a maximum of the MaxClients from the config file.
client = new Client[Properties.Settings.Default.MaxNumberOfClients];
//Create a new Listener object
listener = new Listener(port);
listener.userAdded += new ConnectionEvent(listener_userAdded);
listener.Start();
//Create the readers and writers.
readStream = new MemoryStream();
writeStream = new MemoryStream();
reader = new BinaryReader(readStream);
writer = new BinaryWriter(writeStream);
//Set the singleton to the current object
Server.singleton = this;
}
/// <summary>
/// Method that is performed when a new user is added.
/// </summary>
/// <param name="sender">The object that sent this message</param>
/// <param name="user">The user that needs to be added</param>
private void listener_userAdded(object sender, Client user)
{
connectedClients++;
//Send a message to every other client notifying them on a new client, if the setting is set to True
if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsAdded)
{
writeStream.Position = 0;
//Write in the form {Protocol}{User_ID}{User_IP}
writer.Write(Properties.Settings.Default.NewPlayerByteProtocol);
writer.Write(user.id);
writer.Write(user.IP);
SendData(GetDataFromMemoryStream(writeStream), user);
}
//Set up the events
user.DataReceived += new DataReceivedEvent(user_DataReceived);
user.UserDisconnected += new ConnectionEvent(user_UserDisconnected);
//Print the new player message to the server window.
Console.WriteLine(user.ToString() + " connected\tConnected Clients: " + connectedClients + "\n");
//Add to the client array
client[user.id] = user;
}
/// <summary>
/// Method that is performed when a new user is disconnected.
/// </summary>
/// <param name="sender">The object that sent this message</param>
/// <param name="user">The user that needs to be disconnected</param>
private void user_UserDisconnected(object sender, Client user)
{
connectedClients--;
//Send a message to every other client notifying them on a removed client, if the setting is set to True
if (Properties.Settings.Default.SendMessageToClientsWhenAUserIsRemoved)
{
writeStream.Position = 0;
//Write in the form {Protocol}{User_ID}{User_IP}
writer.Write(Properties.Settings.Default.DisconnectedPlayerByteProtocol);
writer.Write(user.id);
writer.Write(user.IP);
SendData(GetDataFromMemoryStream(writeStream), user);
}
//Print the removed player message to the server window.
Console.WriteLine(user.ToString() + " disconnected\tConnected Clients: " + connectedClients + "\n");
//Clear the array's index
client[user.id] = null;
}
/// <summary>
/// Relay messages sent from one client and send them to others
/// </summary>
/// <param name="sender">The object that called this method</param>
/// <param name="data">The data to relay</param>
private void user_DataReceived(Client sender, byte[] data)
{
writeStream.Position = 0;
if (Properties.Settings.Default.EnableSendingIPAndIDWithEveryMessage)
{
//Append the id and IP of the original sender to the message, and combine the two data sets.
writer.Write(sender.id);
writer.Write(sender.IP);
data = CombineData(data, writeStream);
}
//If we want the original sender to receive the same message it sent, we call a different method
if (Properties.Settings.Default.SendBackToOriginalClient)
{
SendData(data);
}
else
{
SendData(data, sender);
}
}
/// <summary>
/// Converts a MemoryStream to a byte array
/// </summary>
/// <param name="ms">MemoryStream to convert</param>
/// <returns>Byte array representation of the data</returns>
private byte[] GetDataFromMemoryStream(MemoryStream ms)
{
byte[] result;
//Async method called this, so lets lock the object to make sure other threads/async calls need to wait to use it.
lock (ms)
{
int bytesWritten = (int)ms.Position;
result = new byte[bytesWritten];
ms.Position = 0;
ms.Read(result, 0, bytesWritten);
}
return result;
}
/// <summary>
/// Combines one byte array with a MemoryStream
/// </summary>
/// <param name="data">Original Message in byte array format</param>
/// <param name="ms">Message to append to the original message in MemoryStream format</param>
/// <returns>Combined data in byte array format</returns>
private byte[] CombineData(byte[] data, MemoryStream ms)
{
//Get the byte array from the MemoryStream
byte[] result = GetDataFromMemoryStream(ms);
//Create a new array with a size that fits both arrays
byte[] combinedData = new byte[data.Length + result.Length];
//Add the original array at the start of the new array
for (int i = 0; i < data.Length; i++)
{
combinedData[i] = data[i];
}
//Append the new message at the end of the new array
for (int j = data.Length; j < data.Length + result.Length; j++)
{
combinedData[j] = result[j - data.Length];
}
//Return the combined data
return combinedData;
}
/// <summary>
/// Sends a message to every client except the source.
/// </summary>
/// <param name="data">Data to send</param>
/// <param name="sender">Client that should not receive the message</param>
private void SendData(byte[] data, Client sender)
{
foreach (Client c in client)
{
if (c != null && c != sender)
{
c.SendData(data);
}
}
//Reset the writestream's position
writeStream.Position = 0;
}
/// <summary>
/// Sends data to all clients
/// </summary>
/// <param name="data">Data to send</param>
private void SendData(byte[] data)
{
foreach (Client c in client)
{
if(c != null)
c.SendData(data);
}
//Reset the writestream's position
writeStream.Position = 0;
}
}
}
can someone can help-me
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement