[ADDED] canvas data sending to the server works, but not fully yet to all the clients

This commit is contained in:
Lars
2020-10-21 23:18:37 +02:00
parent 61577e0df7
commit 8190724f77
7 changed files with 74 additions and 11 deletions

View File

@@ -16,8 +16,8 @@ namespace Server.Models
{
private TcpClient tcpClient;
private NetworkStream stream;
private byte[] buffer = new byte[1024];
private byte[] totalBuffer = new byte[1024];
private byte[] buffer = new byte[2048];
private byte[] totalBuffer = new byte[2048];
private int totalBufferReceived = 0;
public User User { get; set; }
private ServerCommunication serverCom = ServerCommunication.INSTANCE;
@@ -48,7 +48,7 @@ namespace Server.Models
int bytesReceived = this.stream.EndRead(ar);
if (totalBufferReceived + bytesReceived > 1024)
if (totalBufferReceived > 2048)
{
throw new OutOfMemoryException("buffer is too small!");
}
@@ -136,6 +136,11 @@ namespace Server.Models
break;
case JSONConvert.CANVAS:
Debug.WriteLine("GOT A MESSAGE FROM THE CLIENT ABOUT THE CANVAS!!!");
dynamic canvasData = new {
coordinatesLine = JSONConvert.getCoordinates(payload)
};
serverCom.SendToLobby(serverCom.GetLobbyForUser(User), JSONConvert.GetMessageToSend(CANVAS, canvasData));
// canvas data
// todo send canvas data to all other serverclients in lobby
break;