Beispiel #1
0
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.INITIALIZE:
            InitialMsg initMsg = JsonUtility.FromJson <InitialMsg>(recMsg);
            localID = initMsg.serverID;
            break;

        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!: " + hsMsg.player.id);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            UpdateList(suMsg.players);
            break;

        case Commands.PLAYER_DISCONNECT:
            DisconnectMsg disMsg = JsonUtility.FromJson <DisconnectMsg>(recMsg);
            Debug.Log("Disconnection message received!: " + disMsg.serverID);
            RemovePlayer(disMsg.serverID);
            break;

        default:
            Debug.Log("Unrecognized message received!");
            break;
        }
    }
    void OnConnect(NetworkConnection c)
    {
        m_Connections.Add(c);
        Debug.Log("Accepted a connection");

        //Send initial Message to client
        InitialMsg m = new InitialMsg();

        m.serverID = c.InternalId.ToString();
        SendToClient(JsonUtility.ToJson(m), c);

        //Build new player
        var player = new NetworkObjects.NetworkPlayer();

        player.id        = c.InternalId.ToString();
        player.cubeColor = new Color(
            UnityEngine.Random.Range(0.0f, 1.0f),
            UnityEngine.Random.Range(0.0f, 1.0f),
            UnityEngine.Random.Range(0.0f, 1.0f));
        //Add to servers list
        //will be added to all clients on next update
        players.Add(player);
    }