C# Async/Await networking server
$begingroup$
I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.
GameNetworkListener.cs:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkListener
{
private TcpListener _listener;
public async Task StartListening(int port)
{
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient lastClient;
while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
{
Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");
var gameNetworkClient = new GameNetworkClient(lastClient);
await gameNetworkClient.StartReceiving();
}
}
public void Stop()
{
_listener.Stop();
}
}
}
GameNetworkClient.cs:
using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkClient
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;
public GameNetworkClient(TcpClient client)
{
_client = client;
_stream = client.GetStream();
}
public async Task StartReceiving()
{
while (_client.Connected)
{
var bytes = new byte[512];
var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);
var raw = Encoding.UTF8.GetString(bytes);
if (amount > 0)
{
if (raw.StartsWith("<policy-file-request/>"))
{
await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
"<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
"<cross-domain-policy>rn" +
"<allow-access-from domain="*" to-ports="*" />rn" +
"</cross-domain-policy>x0"));
_client.Dispose();
}
else
{
Console.WriteLine($"Received {raw}");
}
}
else
{
_client.Dispose();
}
}
}
public async Task SendData(byte data)
{
await _stream.WriteAsync(data, 0, data.Length);
}
}
}
Following rules start the server:
_gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
await _gameNetworkListener.StartListening(30000);
c# asynchronous networking async-await
New contributor
$endgroup$
add a comment |
$begingroup$
I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.
GameNetworkListener.cs:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkListener
{
private TcpListener _listener;
public async Task StartListening(int port)
{
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient lastClient;
while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
{
Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");
var gameNetworkClient = new GameNetworkClient(lastClient);
await gameNetworkClient.StartReceiving();
}
}
public void Stop()
{
_listener.Stop();
}
}
}
GameNetworkClient.cs:
using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkClient
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;
public GameNetworkClient(TcpClient client)
{
_client = client;
_stream = client.GetStream();
}
public async Task StartReceiving()
{
while (_client.Connected)
{
var bytes = new byte[512];
var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);
var raw = Encoding.UTF8.GetString(bytes);
if (amount > 0)
{
if (raw.StartsWith("<policy-file-request/>"))
{
await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
"<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
"<cross-domain-policy>rn" +
"<allow-access-from domain="*" to-ports="*" />rn" +
"</cross-domain-policy>x0"));
_client.Dispose();
}
else
{
Console.WriteLine($"Received {raw}");
}
}
else
{
_client.Dispose();
}
}
}
public async Task SendData(byte data)
{
await _stream.WriteAsync(data, 0, data.Length);
}
}
}
Following rules start the server:
_gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
await _gameNetworkListener.StartListening(30000);
c# asynchronous networking async-await
New contributor
$endgroup$
add a comment |
$begingroup$
I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.
GameNetworkListener.cs:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkListener
{
private TcpListener _listener;
public async Task StartListening(int port)
{
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient lastClient;
while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
{
Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");
var gameNetworkClient = new GameNetworkClient(lastClient);
await gameNetworkClient.StartReceiving();
}
}
public void Stop()
{
_listener.Stop();
}
}
}
GameNetworkClient.cs:
using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkClient
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;
public GameNetworkClient(TcpClient client)
{
_client = client;
_stream = client.GetStream();
}
public async Task StartReceiving()
{
while (_client.Connected)
{
var bytes = new byte[512];
var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);
var raw = Encoding.UTF8.GetString(bytes);
if (amount > 0)
{
if (raw.StartsWith("<policy-file-request/>"))
{
await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
"<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
"<cross-domain-policy>rn" +
"<allow-access-from domain="*" to-ports="*" />rn" +
"</cross-domain-policy>x0"));
_client.Dispose();
}
else
{
Console.WriteLine($"Received {raw}");
}
}
else
{
_client.Dispose();
}
}
}
public async Task SendData(byte data)
{
await _stream.WriteAsync(data, 0, data.Length);
}
}
}
Following rules start the server:
_gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
await _gameNetworkListener.StartListening(30000);
c# asynchronous networking async-await
New contributor
$endgroup$
I made a simple async networking server and I'd like to get some input on the code, whether things can be done better and whether the code is stable (able to hold more than 1000 connections without lag) for a MMORPG game.
GameNetworkListener.cs:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkListener
{
private TcpListener _listener;
public async Task StartListening(int port)
{
_listener = new TcpListener(IPAddress.Any, port);
_listener.Start();
TcpClient lastClient;
while ((lastClient = await _listener.AcceptTcpClientAsync()) != null)
{
Console.WriteLine($"New connection from {lastClient.Client.RemoteEndPoint}");
var gameNetworkClient = new GameNetworkClient(lastClient);
await gameNetworkClient.StartReceiving();
}
}
public void Stop()
{
_listener.Stop();
}
}
}
GameNetworkClient.cs:
using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace Rain.Networking.Game
{
public class GameNetworkClient
{
private readonly TcpClient _client;
private readonly NetworkStream _stream;
public GameNetworkClient(TcpClient client)
{
_client = client;
_stream = client.GetStream();
}
public async Task StartReceiving()
{
while (_client.Connected)
{
var bytes = new byte[512];
var amount = await _stream.ReadAsync(bytes, 0, bytes.Length);
var raw = Encoding.UTF8.GetString(bytes);
if (amount > 0)
{
if (raw.StartsWith("<policy-file-request/>"))
{
await SendData(Encoding.UTF8.GetBytes("<?xml version="1.0"?>rn" +
"<!DOCTYPE cross-domain-policy SYSTEM "/xml/dtds/cross-domain-policy.dtd">rn" +
"<cross-domain-policy>rn" +
"<allow-access-from domain="*" to-ports="*" />rn" +
"</cross-domain-policy>x0"));
_client.Dispose();
}
else
{
Console.WriteLine($"Received {raw}");
}
}
else
{
_client.Dispose();
}
}
}
public async Task SendData(byte data)
{
await _stream.WriteAsync(data, 0, data.Length);
}
}
}
Following rules start the server:
_gameNetworkListener = serviceProvider.GetService<GameNetworkListener>();
await _gameNetworkListener.StartListening(30000);
c# asynchronous networking async-await
c# asynchronous networking async-await
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asked 6 mins ago
Jacquie TJacquie T
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Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.
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Jacquie T is a new contributor. Be nice, and check out our Code of Conduct.
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