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@Khaledgarbaya
Created January 14, 2018 13:28
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GameServer.csharp
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace GameServer
{
class Program
{
// Incoming data from the client.
public static string data = null;
public static void StartListening()
{
// Data buffer for incoming data.
byte[] bytes = new Byte[1024];
// Establish the local endpoint for the socket.
// Dns.GetHostName returns the name of the
// host running the application.
IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
IPAddress ipAddress = ipHostInfo.AddressList[0];
IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000);
// Create a TCP/IP socket.
Socket listener = new Socket(ipAddress.AddressFamily,
SocketType.Stream, ProtocolType.Tcp);
// Bind the socket to the local endpoint and
// listen for incoming connections.
try
{
listener.Bind(localEndPoint);
listener.Listen(10);
// Start listening for connections.
while (true)
{
Console.WriteLine("Waiting for a connection...");
// Program is suspended while waiting for an incoming connection.
Socket handler = listener.Accept();
data = null;
// An incoming connection needs to be processed.
while (true)
{
bytes = new byte[1024];
int bytesRec = handler.Receive(bytes);
data = Encoding.ASCII.GetString(bytes, 0, bytesRec);
if (data.IndexOf("<EOF>") > -1)
{
break;
}
// Show the data on the console.
Console.WriteLine("Text received : {0}", data);
// Echo the data back to the client.
byte[] msg = Encoding.ASCII.GetBytes(data);
handler.Send(msg);
}
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}
Console.WriteLine("\nPress ENTER to continue...");
Console.Read();
}
public static int Main(String[] args)
{
StartListening();
return 0;
}
}
}
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