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LocalClient.cs
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87 lines (67 loc) · 2.21 KB
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using System;
using System.Net.Sockets;
using System.Text;
namespace Network
{
static class LocalClient
{
public static string name = "Player";
public static TcpClient socket;
public static NetworkStream networkStream;
static int dataBuffferSize = 4096;
static byte[] dataBuffer = new byte[dataBuffferSize];
public static void Connect(string ip)
{
if (IsConnected())
Disconnect();
socket = new TcpClient
{
ReceiveBufferSize = dataBuffferSize,
SendBufferSize = dataBuffferSize
};
socket.BeginConnect(ip, 6969, ConnectCallback, null);
}
public static void Disconnect()
{
if (Server.IsRunning())
Server.Stop();
networkStream.Close();
socket.Close();
Console.WriteLine("disconnected from server");
}
public static bool IsConnected()
{
if (socket == null)
return false;
return socket.Connected;
}
private static void ConnectCallback(IAsyncResult result)
{
socket.EndConnect(result);
if (!IsConnected())
{
Console.WriteLine("Could not connect to server");
return;
}
networkStream = socket.GetStream();
NetworkPacket packet = new NetworkPacket("clientJoinInfo");
packet.WriteString(name);
packet.SendToServer();
networkStream.BeginRead(dataBuffer, 0, dataBuffferSize, ReceiveCallback, null);
}
private static void ReceiveCallback(IAsyncResult result)
{
networkStream.EndRead(result);
if (!IsConnected())
Disconnect();
try
{
NetworkReceivers.ClientReceive(null, new NetworkPacket(dataBuffer));
networkStream.BeginRead(dataBuffer, 0, dataBuffferSize, ReceiveCallback, null);
}
catch
{
}
}
}
}