public void Start(ServerDatas gameServerDatas, ServerDatas mmServerDatas, Func <Match, ServerGameMaster> createGameMaster, bool debug = false)
        {
            this.debug = debug;
            Server     = new MyUdpServer();
            string udpAddress = CliArguments.GetArgument("--address");
            string udpPort    = CliArguments.GetArgument("--port");

            Server.Start(udpAddress != null ? udpAddress : gameServerDatas.address, udpPort != null ? int.Parse(udpPort) : gameServerDatas.port, debug);
            Client = new MyTcpClient();
            string mmAddress = CliArguments.GetArgument("--mmaddress");
            string mmPort    = CliArguments.GetArgument("--mmport");

            Client.Start(mmAddress != null ? mmAddress : mmServerDatas.address, mmPort != null ? int.Parse(mmPort) : mmServerDatas.port, OnMMReady, OnConnectionFail, debug);
            _createGameMaster = createGameMaster;
            _defaultWorld     = World.DefaultGameObjectInjectionWorld;
        }
Beispiel #2
0
 public void Start(ServerDatas serverDatas, MatchmakingComponent matchmakingComponent, bool debug = false)
 {
     _matchmakingComponent = matchmakingComponent;
     client = new MyTcpClient();
     client.Start(serverDatas.address, serverDatas.port, OnReady, OnConnectionFail, debug);
 }