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#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License
#region Using clause
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.GamerServices;
#endregion Using clause
namespace Microsoft.Xna.Framework.Net
{
public sealed class LocalNetworkGamer : NetworkGamer
{
private SignedInGamer sig;
internal Queue<CommandReceiveData> receivedData;
public LocalNetworkGamer () : base(null, 0, 0)
{
sig = new SignedInGamer ();
receivedData = new Queue<CommandReceiveData>();
}
public LocalNetworkGamer (NetworkSession session,byte id,GamerStates state)
: base(session, id, state | GamerStates.Local)
{
sig = new SignedInGamer ();
receivedData = new Queue<CommandReceiveData>();
}
public void EnableSendVoice (
NetworkGamer remoteGamer,
bool enable)
{
throw new NotImplementedException ();
}
public int ReceiveData (
byte[] data,
int offset,
out NetworkGamer sender)
{
if (data == null)
throw new ArgumentNullException("data");
if (receivedData.Count <= 0) {
sender = null;
return 0;
}
lock (receivedData) {
CommandReceiveData crd;
// we will peek at the value first to see if we can process it
crd = (CommandReceiveData)receivedData.Peek();
if (offset + crd.data.Length > data.Length)
throw new ArgumentOutOfRangeException("data","The length + offset is greater than parameter can hold.");
// no exception thrown yet so let's process it
// take it off the queue
receivedData.Dequeue();
Array.Copy(crd.data, offset, data, 0, data.Length);
sender = crd.gamer;
return data.Length;
}
}
public int ReceiveData (
byte[] data,
out NetworkGamer sender)
{
return ReceiveData(data, 0, out sender);
}
public int ReceiveData (
PacketReader data,
out NetworkGamer sender)
{
lock (receivedData) {
if (receivedData.Count >= 0) {
data.Reset(0);
// take it off the queue
CommandReceiveData crd = (CommandReceiveData)receivedData.Dequeue();
// lets make sure that we can handle the data
if (data.Length < crd.data.Length) {
data.Reset(crd.data.Length);
}
Array.Copy(crd.data, data.Data, data.Length);
sender = crd.gamer;
return data.Length;
}
else {
sender = null;
return 0;
}
}
}
public void SendData (
byte[] data,
int offset,
int count,
SendDataOptions options)
{
CommandEvent cme = new CommandEvent(new CommandSendData(data, offset, count, options, null, this ));
Session.commandQueue.Enqueue(cme);
}
public void SendData (
byte[] data,
int offset,
int count,
SendDataOptions options,
NetworkGamer recipient)
{
CommandEvent cme = new CommandEvent(new CommandSendData(data, offset, count, options, recipient,this ));
Session.commandQueue.Enqueue(cme);
}
public void SendData (
byte[] data,
SendDataOptions options)
{
CommandEvent cme = new CommandEvent(new CommandSendData(data, 0, data.Length, options, null, this ));
Session.commandQueue.Enqueue(cme);
}
public void SendData (
byte[] data,
SendDataOptions options,
NetworkGamer recipient)
{
CommandEvent cme = new CommandEvent(new CommandSendData(data, 0, data.Length, options, recipient, this ));
Session.commandQueue.Enqueue(cme);
}
public void SendData (
PacketWriter data,
SendDataOptions options)
{
SendData(data.Data, 0, data.Length, options, null);
data.Reset();
}
public void SendData (
PacketWriter data,
SendDataOptions options,
NetworkGamer recipient)
{
SendData(data.Data, 0, data.Length, options, recipient);
data.Reset();
}
public bool IsDataAvailable {
get {
lock (receivedData) {
return receivedData.Count > 0;
}
}
}
public SignedInGamer SignedInGamer {
get {
return sig;
}
internal set {
sig = value;
DisplayName = sig.DisplayName;
Gamertag = sig.Gamertag;
}
}
}
}
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