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Network.cs
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using System;
using SplashKitSDK;
using System.Collections.Generic;
public class Network
{
public string Name { get; set; }
private ServerSocket _server;
private Dictionary<string, Connection> _peers = new Dictionary<string, Connection>();
public string msg { get; private set; }
public ServerSocket Server
{
get
{
return _server;
}
}
public Network(ushort port)
{
_server = new ServerSocket("GameServer", port);
}
public void ConnectionSever(string address, ushort port)
{
Connection newConnection = new Connection($"{address }:{port}", address, port);
if (newConnection.IsOpen)
{
Console.WriteLine($"Conected to {address}:{port}");
}
}
private void EstablishConnection(Connection con)
{
// Send my name...
con.SendMessage(Name);
// Wait for a message...
SplashKit.CheckNetworkActivity();
for (int i = 0; i < 10 && !con.HasMessages; i++)
{
//SplashKit.Delay(200);
SplashKit.CheckNetworkActivity();
}
if (!con.HasMessages)
{
con.Close();
throw new Exception("Timeout waiting for name of peer");
}
// Read the name
string name = con.ReadMessageData();
// See if we can register this...
if (_peers.ContainsKey(name))
{
con.Close();
throw new Exception("Unable to connect to multiple peers with the same name");
}
// Register
_peers[name] = con;
}
public void CheckNewConnections()
{
while (_server.HasNewConnections)
{
Connection newConnection = _server.FetchNewConnection();
try
{
EstablishConnection(newConnection);
}
catch
{
}
}
}
public void Broadcast(string message)
{
SplashKit.BroadcastMessage(message);
}
public string GetNewMessages()
{ //Check for the network activity
SplashKit.CheckNetworkActivity();
while (SplashKit.HasMessages())
{ //can extract the message using Splashkit.ReadMessage
using (Message m = SplashKit.ReadMessage())
{
msg = m.Data;
}
}
return msg;
}
}