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transferred from trunk/Generation3 of lidgren-network
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122
Samples/XNA sample/XnaGameServer/Program.cs
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122
Samples/XNA sample/XnaGameServer/Program.cs
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using System;
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using System.Threading;
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using Lidgren.Network;
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namespace XnaGameServer
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{
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class Program
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{
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static void Main(string[] args)
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{
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NetPeerConfiguration config = new NetPeerConfiguration("xnaapp");
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config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
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config.Port = 14242;
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// create and start server
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NetServer server = new NetServer(config);
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server.Start();
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// schedule initial sending of position updates
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double nextSendUpdates = NetTime.Now;
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// run until escape is pressed
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while (!Console.KeyAvailable || Console.ReadKey().Key != ConsoleKey.Escape)
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{
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NetIncomingMessage msg;
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while ((msg = server.ReadMessage()) != null)
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{
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switch (msg.MessageType)
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{
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case NetIncomingMessageType.DiscoveryRequest:
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//
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// Server received a discovery request from a client; send a discovery response (with no extra data attached)
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//
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server.SendDiscoveryResponse(null, msg.SenderEndpoint);
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break;
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case NetIncomingMessageType.VerboseDebugMessage:
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case NetIncomingMessageType.DebugMessage:
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case NetIncomingMessageType.WarningMessage:
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case NetIncomingMessageType.ErrorMessage:
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//
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// Just print diagnostic messages to console
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//
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Console.WriteLine(msg.ReadString());
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
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if (status == NetConnectionStatus.Connected)
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{
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//
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// A new player just connected!
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//
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Console.WriteLine(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected!");
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// randomize his position and store in connection tag
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msg.SenderConnection.Tag = new int[] {
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NetRandom.Instance.Next(10, 100),
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NetRandom.Instance.Next(10, 100)
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};
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}
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break;
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case NetIncomingMessageType.Data:
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//
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// The client sent input to the server
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//
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int xinput = msg.ReadInt32();
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int yinput = msg.ReadInt32();
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int[] pos = msg.SenderConnection.Tag as int[];
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// fancy movement logic goes here; we just append input to position
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pos[0] += xinput;
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pos[1] += yinput;
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break;
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}
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//
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// send position updates 30 times per second
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//
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double now = NetTime.Now;
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if (now > nextSendUpdates)
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{
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// Yes, it's time to send position updates
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// for each player...
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foreach (NetConnection player in server.Connections)
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{
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// ... send information about every other player (actually including self)
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foreach (NetConnection otherPlayer in server.Connections)
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{
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// send position update about 'otherPlayer' to 'player'
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NetOutgoingMessage om = server.CreateMessage();
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// write who this position is for
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om.Write(otherPlayer.RemoteUniqueIdentifier);
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if (otherPlayer.Tag == null)
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otherPlayer.Tag = new int[2];
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int[] pos = otherPlayer.Tag as int[];
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om.Write(pos[0]);
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om.Write(pos[1]);
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// send message
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server.SendMessage(om, player, NetDeliveryMethod.Unreliable);
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}
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}
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// schedule next update
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nextSendUpdates += (1.0 / 30.0);
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}
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}
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// sleep to allow other processes to run smoothly
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Thread.Sleep(1);
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}
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server.Shutdown("app exiting");
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}
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}
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}
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36
Samples/XNA sample/XnaGameServer/Properties/AssemblyInfo.cs
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36
Samples/XNA sample/XnaGameServer/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("XnaGameServer")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("Microsoft")]
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[assembly: AssemblyProduct("XnaGameServer")]
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[assembly: AssemblyCopyright("Copyright © Microsoft 2010")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("ad24f34e-32a4-4619-a19f-c16f126d186e")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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59
Samples/XNA sample/XnaGameServer/XnaGameServer.csproj
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59
Samples/XNA sample/XnaGameServer/XnaGameServer.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.21022</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{2A16EEC3-99B7-45D8-B185-6E1101225540}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>XnaGameServer</RootNamespace>
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<AssemblyName>XnaGameServer</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\..\Lidgren.Network\Lidgren.Network.csproj">
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<Project>{FA245447-5F23-4AA1-BD5F-8D2DDF33CFBD}</Project>
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<Name>Lidgren.Network</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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