Beispiel #1
0
        public static void Send(byte[] data)
        {
            PTMessage msg = new PTMessage();

            msg.senderName = playerName;
            msg.data       = data;

            if (NetworkServer.active)
            {
                //Send to all clients if the sender is a TableTop
                foreach (PTPlayer player in Players)
                {
                    Send(player, data);
                }
            }
            else if (singleton.myClient != null && singleton.myClient.isConnected)
            {
                //Send to connected TableTop if the sender is a Handheld
                if (singleton.myClient.connection != null)
                {
                    singleton.myClient.Send((short)PTEvent.Data, msg);
                    singleton.PTDebug("Sent to server: " + msg.ToString(true));
                }
                else
                {
                    singleton.PTDebug("PTManager Error: built-in client is Null");
                }
            }
        }
Beispiel #2
0
        void Handler_OnConfirmReady(NetworkMessage netMsg)
        {
            PTMessage msg = netMsg.ReadMessage <PTMessage>();

            PTDebug("OnConfirmReady: " + msg.ToString(true));

            if (OnConfirmReadyReceived != null)
            {
                OnConfirmReadyReceived(msg);
            }
        }
Beispiel #3
0
        void Handler_OnReadyReceived(NetworkMessage netMsg)
        {
            PTMessage msg = netMsg.ReadMessage <PTMessage>();

            PTDebug("OnReady: " + msg.ToString(true));
            PTPlayer player = PTPlayer.Find(msg.senderName);

            if (player != null)
            {
                players[player] = true;
            }
            if (OnReadyReceived != null)
            {
                OnReadyReceived(msg);
            }
            ConfirmReadyReceived(netMsg);
        }
Beispiel #4
0
        void Handler_OnConnected(NetworkMessage netMsg)
        {
            PTMessage msg = netMsg.ReadMessage <PTMessage>();

            PTDebug("OnConnected: " + msg.ToString(true));

            PTPlayer player = PTPlayer.Find(netMsg.conn.connectionId);

            if (player != null)
            {
                players[player] = false;
            }
            else
            {
                PTPlayer newPlayer = new PTPlayer(msg.senderName, netMsg.conn.connectionId, null);
                players.Add(newPlayer, false);
            }

            if (isTableTop)
            {
                if (!acceptNewPlayer || players.Count >= maximumPlayer)
                {
                    //put the newly connected player in the wait queue
                    KeyValuePair <string, int> newPlayer = new KeyValuePair <string, int>(msg.senderName, netMsg.conn.connectionId);
                    waitQueue.Enqueue(newPlayer);
                }

                //Tell the sender client that this server has been connected
                PTMessage msgFromServer = new PTMessage();
                msgFromServer.senderName = playerName; NetworkServer.SendToClient(netMsg.conn.connectionId, (short)PTEvent.Connect, msgFromServer);
            }
            else
            {
            }

            //Invoke OnConnected Event
            if (OnConnected != null)
            {
                OnConnected(msg);
            }
        }
Beispiel #5
0
        public static void Send(PTPlayer player, byte[] data)
        {
            //This method is the parent method for other server side overloads

            //Corner case
            if (singleton == null || !NetworkServer.active || player == null)
            {
                Debug.Log("Error in PTManager.Send(PTPlayer player, byte[] data): Check singleton, server settings or PTPlayer instance");
                return;
            }

            //create pt message to send
            PTMessage msg = new PTMessage();

            msg.senderName = playerName;
            msg.data       = data;

            //Send the pt message
            NetworkServer.SendToClient(player.connectionId, (short)PTEvent.Data, msg);
            singleton.PTDebug("Sent to " + player + ": " + msg.ToString(true));
        }