using Godot; using Network.PacketHandling; using Util; namespace Network { public class Server : Peer { private static PacketPeerUDP PacketPeer; private PacketBuffer TempBuffer; public Server(PacketPeerUDP packetPeer) : base(packetPeer, true) { PacketPeer = packetPeer; TempBuffer = PacketBuffer.WithSignature(); TempBuffer.Write(150); TempBuffer.Write(145); TempBuffer.Write(154); TempBuffer.Write(154); TempBuffer.Write(157); } public override void Initialize(string address, int port) { StartListening(port, address); GD.print("Server initialization finished."); GD.print("Started server on " + address + ":" + port); } public override void Uninitialize() { StopListening(); for (int i = 0; i < ConnectionList.Length; i++) { Disconnect(ConnectionList[i], DisconnectReason.MANUAL_DISCONNECT); } } public override void Process(float delta) { } public override void Connected(Connection conn) { GD.print("Someone connected at " + conn.Address + ":" + conn.Port); } public override void Disconnected(Connection conn, DisconnectReason reason) { } } }