Property | Type | Description | |
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Connection | Socket |
Property | Type | Description | |
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DisconnectEventCalled | bool | ||
RecvMessage | StringBuilder | ||
SendBytesOffset | int | ||
SendMessage | List |
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WaitingOnAsync | bool |
Method | Description | |
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BeginReceive ( ) : void |
Begins the process of receiving a message from the client. This method must manually be called to Begin receiving data
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Close ( bool DisposeEventArgs = false ) : void |
Closes the underlying socket
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Dispose ( ) : void | ||
GamespyTcpStream ( |
Creates a new instance of GamespyTcpStream
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SendAsync ( byte message ) : void |
Writes a message to the client stream asynchronously
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SendAsync ( string message ) : void |
Writes a message to the client stream asynchronously
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Method | Description | |
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HandleSocketError ( SocketError socketError ) : void |
If there was a socket error, it can be handled propery here
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IOComplete ( object sender, |
Event called when data has been recived from the client
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ProcessReceive ( ) : void |
Once data has been recived from the client, this method is called to process the data. Once a message has been completed, the OnDataReceived event will be called
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ProcessSend ( ) : void |
Sends a message Asynchronously to the client connection
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public Close ( bool DisposeEventArgs = false ) : void | ||
DisposeEventArgs | bool | /// If true, the EventArg objects will be disposed instead of being re-added to /// the IO pool. This should NEVER be set to true unless we are shutting down the server! /// |
return | void |
public GamespyTcpStream ( |
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Parent | ||
ReadArgs | ||
WritetArgs | ||
return | System |
public SendAsync ( byte message ) : void | ||
message | byte | The complete message to be sent to the client |
return | void |
public SendAsync ( string message ) : void | ||
message | string | The complete message to be sent to the client |
return | void |