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https://github.com/MrOkiDoki/BattleBit-Community-Server-API.git
synced 2025-01-24 18:23:09 -03:00
Client socket connecting to server part.
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18 changed files with 176 additions and 46 deletions
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.vs/CommunityServerAPI/v17/.suo
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using BattleBitAPI.Common.Enums;
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using BattleBitAPI.Common.Serialization;
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using BattleBitAPI.Networking;
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using CommunityServerAPI.BattleBitAPI;
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using System;
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using System.Diagnostics;
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using System.Net;
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using System.Net.Sockets;
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@ -11,19 +13,19 @@ namespace BattleBitAPI.Client
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public class Client
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{
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// ---- Public Variables ----
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public bool IsConnected { get; private set; }
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public int Port { get; private set; }
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public bool IsPasswordProtected { get; private set; }
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public string ServerName { get; private set; }
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public string Gamemode { get; private set; }
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public string Map { get; private set; }
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public MapSize MapSize { get; private set; }
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public MapDayNight DayNight { get; private set; }
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public int CurrentPlayers { get; private set; }
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public int InQueuePlayers { get; private set; }
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public int MaxPlayers { get; private set; }
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public string LoadingScreenText { get; private set; }
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public string ServerRulesText { get; private set; }
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public bool IsConnected { get; set; }
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public int GamePort { get; set; }
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public bool IsPasswordProtected { get; set; }
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public string ServerName { get; set; }
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public string Gamemode { get; set; }
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public string Map { get; set; }
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public MapSize MapSize { get; set; }
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public MapDayNight DayNight { get; set; }
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public int CurrentPlayers { get; set; }
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public int InQueuePlayers { get; set; }
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public int MaxPlayers { get; set; }
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public string LoadingScreenText { get; set; }
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public string ServerRulesText { get; set; }
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// ---- Private Variables ----
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private TcpClient mClient;
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@ -51,43 +53,152 @@ namespace BattleBitAPI.Client
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//Attempt to connect to server async.
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this.mIsConnectingFlag = true;
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//Dispose old client if exist.
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if (this.mClient != null)
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{
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try { this.mClient.Close(); } catch { }
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try { this.mClient.Dispose(); } catch { }
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this.mClient = null;
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}
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//Create new client
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this.mClient = new TcpClient();
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this.mClient.SendBufferSize = Const.MaxNetworkPackageSize;
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this.mClient.ReceiveBufferSize = Const.MaxNetworkPackageSize;
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//Attempt to connect.
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var state = mClient.BeginConnect(mDestination, mPort, (x) =>
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{
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this.mIsConnectingFlag = false;
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//Did we connect?
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try { mClient.EndConnect(x); }
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catch { return; }
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using (var hail = BattleBitAPI.Common.Serialization.Stream.Get())
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try
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{
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hail.Write((byte)NetworkCommuncation.Hail);
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hail.Write((ushort)this.Port);
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hail.Write(this.IsPasswordProtected);
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hail.Write(this.ServerName);
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hail.Write(this.Gamemode);
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hail.Write(this.Map);
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hail.Write((byte)this.MapSize);
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hail.Write((byte)this.DayNight);
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hail.Write((byte)this.CurrentPlayers);
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hail.Write((byte)this.InQueuePlayers);
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hail.Write((byte)this.MaxPlayers);
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hail.Write(this.LoadingScreenText);
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hail.Write(this.ServerRulesText);
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//Did we connect?
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mClient.EndConnect(x);
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//Send our hail package.
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mClient.GetStream().Write(hail.Buffer, 0, hail.WritePosition);
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var networkStream = mClient.GetStream();
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//Prepare our hail package and send it.
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using (var hail = BattleBitAPI.Common.Serialization.Stream.Get())
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{
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hail.Write((byte)NetworkCommuncation.Hail);
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hail.Write((ushort)this.GamePort);
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hail.Write(this.IsPasswordProtected);
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hail.Write(this.ServerName);
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hail.Write(this.Gamemode);
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hail.Write(this.Map);
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hail.Write((byte)this.MapSize);
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hail.Write((byte)this.DayNight);
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hail.Write((byte)this.CurrentPlayers);
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hail.Write((byte)this.InQueuePlayers);
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hail.Write((byte)this.MaxPlayers);
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hail.Write(this.LoadingScreenText);
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hail.Write(this.ServerRulesText);
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//Send our hail package.
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networkStream.Write(hail.Buffer, 0, hail.WritePosition);
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networkStream.Flush();
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}
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//Sadly can not use Task Async here, Unity isn't great with tasks.
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var watch = Stopwatch.StartNew();
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//Read the first byte.
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NetworkCommuncation response = NetworkCommuncation.None;
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while (watch.ElapsedMilliseconds < Const.HailConnectTimeout)
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{
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if (mClient.Available > 0)
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{
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var data = networkStream.ReadByte();
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if (data >= 0)
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{
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response = (NetworkCommuncation)data;
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break;
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}
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}
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Thread.Sleep(1);
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}
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//Were we accepted.
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if (response == NetworkCommuncation.Accepted)
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{
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//We are accepted.
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this.IsConnected = true;
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mOnConnectedToServer();
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}
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else
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{
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//Did we at least got a response?
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if (response == NetworkCommuncation.None)
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throw new Exception("Server did not respond to your connect request.");
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//Try to read our deny reason.
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if (response == NetworkCommuncation.Denied && mClient.Available > 0)
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{
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string errorString = null;
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using (var readStream = BattleBitAPI.Common.Serialization.Stream.Get())
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{
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readStream.WritePosition = networkStream.Read(readStream.Buffer, 0, mClient.Available);
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if (!readStream.TryReadString(out errorString))
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errorString = null;
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}
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if (errorString != null)
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throw new Exception(errorString);
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}
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throw new Exception("Server denied our connect request with an unknown reason.");
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}
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}
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catch (Exception e)
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{
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mLogError("Unable to connect to API server: " + e.Message);
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return;
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}
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}, null);
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//We haven't connected yet.
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return;
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}
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//We are connected at this point.
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}
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// ---- Callbacks ----
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private void mOnConnectedToServer()
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{
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}
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private void mOnDisconnectedFromServer(string reason)
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{
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}
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// ---- Private ----
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private void mLogError(string str)
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{
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}
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private void mCloseConnection(string reason)
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{
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if (this.IsConnected)
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{
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this.IsConnected = false;
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//Dispose old client if exist.
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if (this.mClient != null)
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{
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try { this.mClient.Close(); } catch { }
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try { this.mClient.Dispose(); } catch { }
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this.mClient = null;
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}
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mOnDisconnectedFromServer(reason);
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}
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}
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}
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}
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/// </summary>
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public const int NetworkKeepAlive = 15 * 1000;//15 seconds
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/// <summary>
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/// How long server will wait client to send their hail package. In miliseconds.
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/// How long server/client will wait other side to send their hail/initial package. In miliseconds.
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/// </summary>
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public const int HailConnectTimeout = 2 * 1000;
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{
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public enum NetworkCommuncation : byte
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{
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Hail = 0,
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//Do not use
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None = 0,
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Hail = 1,
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Accepted = 2,
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Denied = 3,
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}
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}
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/// Is game server connected to our server?
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/// </summary>
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public bool IsConnected { get; private set; }
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public IPAddress IP { get; private set; }
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public int Port { get; private set; }
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public IPAddress GameIP { get; private set; }
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public int GamePort { get; private set; }
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public bool IsPasswordProtected { get; private set; }
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public string ServerName { get; private set; }
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public string Gamemode { get; private set; }
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this.IsConnected = true;
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this.Socket = socket;
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this.IP = iP;
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this.Port = port;
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this.GameIP = iP;
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this.GamePort = port;
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this.IsPasswordProtected = isPasswordProtected;
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this.ServerName = serverName;
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this.Gamemode = gamemode;
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using System.Net.Sockets;
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using BattleBitAPI.Common.Enums;
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using BattleBitAPI.Common.Extentions;
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using BattleBitAPI.Common.Serialization;
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using BattleBitAPI.Networking;
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using CommunityServerAPI.BattleBitAPI;
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}
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server = new GameServer(client, ip, gamePort, isPasswordProtected, serverName, gameMode, gamemap, size, dayNight, currentPlayers, queuePlayers, maxPlayers, loadingScreenText, serverRulesText);
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//Send accepted notification.
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networkStream.WriteByte((byte)NetworkCommuncation.Accepted);
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}
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}
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}
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catch
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catch (Exception e)
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{
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client.SafeClose();
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return;
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}
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try
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{
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var networkStream = client.GetStream();
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using (var pck = BattleBitAPI.Common.Serialization.Stream.Get())
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{
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pck.Write((byte)NetworkCommuncation.Denied);
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pck.Write(e.Message);
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//Send denied notification.
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networkStream.Write(pck.Buffer, 0, pck.WritePosition);
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}
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await networkStream.FlushAsync();
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}
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catch { }
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//Did server connected successfully?
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if (server == null)
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{
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client.SafeClose();
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return;
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}
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