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    Server Class

    Namespace: Riptide
    Assembly: RiptideNetworking.dll

    A server that can accept connections from Clients.

    public class Server : Peer
    Inheritance
    object
    Peer
    Server
    Inherited Members
    Peer.LogName
    Peer.HeartbeatInterval
    Peer.useMessageHandlers
    Peer.defaultTimeout
    Peer.FindMessageHandlers()
    Peer.StartTime()
    Peer.StopTime()
    Peer.HandleMessages()
    Peer.HandleData(object, DataReceivedEventArgs)
    Peer.IncreaseActiveCount()
    Peer.DecreaseActiveCount()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()

    Constructors

    Server(IServer, string)

    Handles initial setup.

    Server(string)

    Handles initial setup using the built-in UDP transport.

    Fields

    HandleConnection

    An optional method which determines whether or not to accept a client's connection attempt.

    RelayFilter

    Stores which message IDs have auto relaying enabled. Relaying is disabled entirely when this is null.

    Properties

    ClientCount

    The number of currently connected clients.

    Clients

    An array of all the currently connected clients.

    IsRunning

    Whether or not the server is currently running.

    MaxClientCount

    The maximum number of concurrent connections.

    Port

    The local port that the server is running on.

    TimeoutTime

    Sets the default timeout time for future connections and updates the TimeoutTime of all connected clients.

    Methods

    Accept(Connection)

    Accepts the given pending connection.

    ChangeTransport(IServer)

    Stops the server if it's running and swaps out the transport it's using.

    CreateMessageHandlersDictionary(byte)

    Builds a dictionary of message IDs and their corresponding message handler methods.

    DisconnectClient(Connection, Message)

    Disconnects the given client.

    DisconnectClient(ushort, Message)

    Disconnects a specific client.

    Handle(Message, MessageHeader, Connection)

    Handles a message.

    OnClientConnected(Connection)

    Invokes the ClientConnected event.

    OnClientDisconnected(Connection, DisconnectReason)

    Invokes the ClientDisconnected event.

    OnConnectionFailed(Connection)

    Invokes the ConnectionFailed event.

    OnMessageReceived(Message, Connection)

    Invokes the MessageReceived event and initiates handling of the received message.

    Reject(Connection, Message)

    Rejects the given pending connection.

    Send(Message, Connection, bool)

    Sends a message to a given client.

    Send(Message, ushort, bool)

    Sends a message to a given client.

    SendToAll(Message, bool)

    Sends a message to all connected clients.

    SendToAll(Message, ushort, bool)

    Sends a message to all connected clients except the given one.

    Start(ushort, ushort, byte, bool)

    Starts the server.

    Stop()

    Stops the server.

    TryGetClient(ushort, out Connection)

    Retrieves the client with the given ID, if a client with that ID is currently connected.

    Update()

    Handles any received messages and invokes any delayed events which need to be invoked.

    Events

    ClientConnected

    Invoked when a client connects.

    ClientDisconnected

    Invoked when a client disconnects.

    ConnectionFailed

    Invoked when a connection fails to be fully established.

    MessageReceived

    Invoked when a message is received.

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