private void sendEndMessageToClient()
    {
        string             jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("end", scoreboardToString(serverScoreList)));
        NetworkMessageBase clientMessage  = new NetworkMessageBase(jsonPlayerList);

        NetworkServer.SendToAll(1337, clientMessage);
    }
    private void syncPlayerLists()
    {
        string             jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("player list", clientManager.getClientPlayerList().ToArray()));
        NetworkMessageBase clientMessage  = new NetworkMessageBase(jsonPlayerList);

        NetworkServer.SendToAll(1337, clientMessage);
    }
    private void sendWinnerMessageToClient(string ip, int objective)
    {
        string             jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("winner", serverPlayerList[ip], objective));
        NetworkMessageBase clientMessage  = new NetworkMessageBase(jsonPlayerList);

        NetworkServer.SendToAll(1337, clientMessage);
    }
Beispiel #4
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        public static bool SendNetworkMsg(this NetMQSocket socket, NetworkMessageBase message,
                                          uint timeoutMilliSeconds = GlobalConstants.StandardSendingTimeout)
        {
            var encodedMessage = NetworkMessageCoding.Encode(message);

            var outMsg = new Msg();

            outMsg.InitPool(Encoding.GetByteCount(encodedMessage));
            Encoding.GetBytes(encodedMessage, 0, encodedMessage.Length, outMsg.Data, 0);

            bool sendSuccessful;

            try
            {
                sendSuccessful = socket.TrySend(ref outMsg, TimeSpan.FromMilliseconds(timeoutMilliSeconds), false);

                Debug.WriteLine("[T >>>] " + encodedMessage);
            }
            catch (Exception)
            {
                sendSuccessful = false;
            }

            outMsg.Close();
            return(sendSuccessful);
        }
    public void startRound()
    {
        int objective = Random.Range(0, objectiveCount - 1); //random (range is het aantal npc's)

        //TODO: move this shit
        if (first)   //Init scoreboard
        {
            foreach (KeyValuePair <string, string> player in serverPlayerList)
            {
                serverScoreList.Add(player.Key, 0);
            }
            first = false;
        }

        NetworkMessageBase clientMessage = new NetworkMessageBase(JsonUtility.ToJson(new NetworkInstanceVars("start", objective)));

        NetworkServer.SendToAll(1337, clientMessage);
    }