public override void Start()
    {
        m_Instance = this;
        m_Address.SetAddress("::0", m_Port);
        m_ListenSocket = m_Server.CreateListenSocket(ref m_Address);
        SetupStatusDelegate();
        PlayerAttackedPlayerMessage msg = new PlayerAttackedPlayerMessage("help", "me");
        Message nMsg = Message.decipherMessage(msg.toBuffer());

        base.Start();
    }
Beispiel #2
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    public override void Start()
    {
        m_Instance = this;
        m_Status   = (info, context) =>
        {
            switch (info.connectionInfo.state)
            {
            case ConnectionState.None:
                print("no connection exist, reset?");
                m_Connection         = uint.MaxValue;
                m_ConnectionApproved = false;
                break;

            case ConnectionState.Connected:
                Debug.Log("I, the Client, connected to server - ID: " + info.connection);
                m_Connection         = info.connection;
                m_ConnectionApproved = true;
                m_Server.SendMessageToConnection(m_Connection, new PlayerConnectedMessage(GameManager.Instance.m_PlayerUsername).toBuffer(), SendType.Reliable);
                break;

            case ConnectionState.ClosedByPeer:
                m_Server.CloseConnection(m_Connection);
                m_Connection = uint.MaxValue;
                Debug.Log("I, the Client, disconnected from server");
                break;

            case ConnectionState.ProblemDetectedLocally:
                m_Server.CloseConnection(m_Connection);
                m_Connection = uint.MaxValue;
                Debug.Log("I, the Client, unable to connect");
                break;
            }
        };

        PlayerAttackedPlayerMessage msg = new PlayerAttackedPlayerMessage("bunny", "rabbit");
        Message nMsg = Message.decipherMessage(msg.toBuffer());

        base.Start();
    }