Beispiel #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        RPC rpc = this.socket.PopRPC();

        while (rpc != null)
        {
            if (rpc.Equals(RPCName.JoinGame))
            {
                this.SpawnPlayer(rpc);
            }
            else if (rpc.Equals(RPCName.Move))
            {
                this.Move(rpc);
            }

            LoggerManager.Instance.Info(
                string.Format(
                    "receivedAt: {6}<br />executedAt: {0}<br />timestamp: {1}<br />clientID: {2}<br/>sequenceID: {3}<br />rpcName: {4}<br />parameters: {5}",
                    this.socket.GetTime(),
                    rpc.Timestamp,
                    rpc.ClientID,
                    rpc.SequenceID,
                    rpc.Name,
                    DictionarySerializer.ToJSON(rpc.Parameters),
                    rpc.ReceivedAt
                    )
                );

            rpc = this.socket.PopRPC();
        }
    }
Beispiel #2
0
    protected SocketAction action(string actionName, Dictionary <string, object> parameters)
    {
        string payload = DictionarySerializer.ToJSON(parameters);

        SocketAction action = new SocketAction(this, actionName, payload);

        return(action);
    }
Beispiel #3
0
    protected SocketAction rpcAction(string rpcName, Dictionary <string, object> parameters)
    {
        Dictionary <string, object> rpcParameters = new Dictionary <string, object>();

        rpcParameters["rpcName"]    = rpcName;
        rpcParameters["parameters"] = parameters;

        string payload = DictionarySerializer.ToJSON(rpcParameters);

        SocketAction action = new SocketAction(this, "rpc", payload);

        return(action);
    }