Beispiel #1
0
 public NPCManager(IServerNetworking unityServer)
 {
     allNPCs         = new List <ServerNPC>();
     newNPCs         = new List <ServerNPC>();
     newNPCLock      = new object();
     this.networking = unityServer;
 }
Beispiel #2
0
 public override void Init(int entityId, IServerNetworking unityServer)
 {
     base.Init(entityId, unityServer);
     unityServer.AddListener <PlayerSaveStatePacket>(entityId, SaveStatePacket);
     unityServer.AddListener <UpdatePlayerSaveStatePacket>(entityId, UpdateSaveStatePacket);
     unityServer.AddListener <Combat_AttackRequest>(entityId, AttackRequestPacket);
     unityServer.AddListener <ProfileCreateCharacterResponse>(entityId, CreateCharacterResponsePacket);
     unityServer.AddListener <WorldEntityPacket>(entityId, WorldEntityPacketReceived);
 }
Beispiel #3
0
    public PlayerManager(IServerNetworking unityServer)
    {
        createdPlayers = new Dictionary <int, ServerPlayer>();

        ServerSettings settings = Resources.Load <ServerSettings>("ServerSettings");

        defaultSaveState = settings.saveState.text;
        playerPrefab     = settings.playerPrefab;

        networking = unityServer;
        networking.OnClientConnected    += NetworkInterface_OnClientConnected;
        networking.OnClientDisconnected += GameServer_OnClientDisconnected;
    }
Beispiel #4
0
    public override void Init(int entityId, IServerNetworking unityServer)
    {
        base.Init(entityId, unityServer);

        //HACK: Remove once we have everything in states
        OnSendState += (server, destPlayer, frameIdLastUpdated) =>
        {
            if (frameIdLastUpdated != NetworkConstants.BeforeStartOfGameFrameId &&
                IsDirty)
            {
                SendPositionAndRotationData(destPlayer);
            }
        };
    }
Beispiel #5
0
    /// <summary>
    /// Replacement constructor.
    /// You MUST call base.Init when overriding.
    /// </summary>
    public virtual void Init(int entityId, IServerNetworking unityServer)
    {
        this.EntityId = entityId;
        this.Server   = unityServer;

        // HACK: Remove this when we refactor everything to use states
        OnSendState += (server, destPlayer, frameIdLastUpdated) =>
        {
            if (frameIdLastUpdated == NetworkConstants.BeforeStartOfGameFrameId)
            {
                SendInitData(destPlayer);
            }
        };
    }