public Task Start(Stormancer.Client client) { if (!IsRunning) { _client = client; return Initialize(); } return Task.FromResult(true); }
public void Log(Stormancer.Diagnostics.LogLevel logLevel, string category, string message, object context = null) { var temp = new StormancerEditorLog(); temp.logLevel = logLevel.ToString(); temp.message = message; _clientVM.log.log.Enqueue(temp); foreach (StormancerSceneViewModel s in _clientVM.scenes.Values) { if (category == s.scene.Id) s.log.log.Enqueue(temp); } _innerLogger.Log(logLevel, category, message, context); }
internal Scene(IConnection connection, Client client, string id, string token, Stormancer.Dto.SceneInfosDto dto, PluginBuildContext pluginCtx, StormancerResolver res) { Id = id; this._peer = connection; _token = token; _client = client; _metadata = dto.Metadata; _pluginCtx = pluginCtx; DependencyResolver = new StormancerResolver(res); foreach (var route in dto.Routes) { _remoteRoutesMap.Add(route.Name, new Route(this, route.Name, route.Metadata) { Handle = route.Handle }); } }
public WebSocketClientTransport(Stormancer.Diagnostics.ILogger logger) { this._logger = logger; }
private async Task OnConnected(IScenePeerClient client) { var pInfos = PlayerInfos.FromPeer(client); var player = new Player(pInfos, client.Id); _players.AddOrUpdate(client.Id, player, (id, old) => player); Ship ship = null; if (!player.IsObserver) { ship = CreateShip(player); player.ShipId = ship.id; _ships.AddOrUpdate(ship.id, ship, (id, old) => ship); var dto = new ShipCreatedDto { timestamp = _scene.GetComponent<IEnvironment>().Clock, id = ship.id, team = ship.team, x = ship.x, y = ship.y, rot = ship.rot, weapons = ship.weapons, status = ship.Status }; var data = new[] { dto }; client.Send("ship.me", s => client.Serializer().Serialize(data, s), PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE); _scene.Broadcast("ship.add", data, PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE); } // Send ships to new client var shipsToSend = new List<ShipCreatedDto>(); foreach (var s in _ships.Values.ToArray()) { var dto = new ShipCreatedDto { timestamp = _scene.GetComponent<IEnvironment>().Clock, id = s.id, team = s.team, x = s.x, y = s.y, rot = s.rot, weapons = s.weapons, status = s.Status }; if (ship == null || ship.id != s.id) { shipsToSend.Add(dto); } } client.Send("ship.add", stream => { client.Serializer().Serialize(shipsToSend, stream); }, PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE); if (ship != null) { await Task.Delay(1000); ship.UpdateStatus(ShipStatus.InGame); } _scene.GetComponent<ILogger>().Info("gameScene", "Added ship"); StartUpdateLoop(); }
public void Log(Stormancer.Diagnostics.LogLevel logLevel, string category, string message, object context = null) { UnityEngine.Debug.Log(logLevel.ToString() + ": " + category + ": " + message); }
public void Log(Stormancer.Diagnostics.LogLevel logLevel, string category, string message, object context = null) { }