Ejemplo n.º 1
0
    /// <summary>
    /// Event when the "Join Role" is pressed for a particular GUI lobby slot.
    /// </summary>
    public void OnClick_JoinRole(string teamRole)
    {
        TeamRole dTeamRole = (TeamRole)Enum.Parse(typeof(TeamRole), teamRole);

        LobbySlot myCurSlot = GetMyLobbySlot();

        if (myCurSlot != null)
        {
            UnoccupyLobbySlot(myCurSlot.teamRole);
        }

        // As host, let everyone know about my change.
        if (mIsHost)
        {
            OccupyLobbySlot(dTeamRole, mUsername, mIsHost, true);
            LobbyStatePacket lobbyState = CopyLobbyStateToPacket();
            mLobby.SendNewTrueLobbyState(lobbyState);
        }
        // As client, inform server.
        else
        {
            LobbyUpdateFromClientPacket sendPkt = new LobbyUpdateFromClientPacket();
//			sendPkt.IsReady = false;
            sendPkt.IsOccupied = true;
            sendPkt.TeamRole   = dTeamRole;
            sendPkt.Username   = mUsername;
            mLobby.SendLobbyUpdateFromClient(sendPkt);
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Event when the "Is Ready" toggle is pressed for a particular GUI lobby slot.
    /// </summary>
    public void OnToggle_Ready(bool unused)
    {
        LobbySlot slot = GetMyLobbySlot();

        // Update GUI.
//		if (slot.isReadyToggle.isOn)
//			slot.isReadyToggle.GetComponentInChildren<Text>().text = "Ready";
//		else
//			slot.isReadyToggle.GetComponentInChildren<Text>().text = "Not ready";

        // Inform server know.
        LobbyUpdateFromClientPacket sendPkt = new LobbyUpdateFromClientPacket();

//		sendPkt.IsReady = slot.isReadyToggle.isOn;
        sendPkt.IsOccupied = true;
        sendPkt.TeamRole   = slot.teamRole;
        sendPkt.Username   = mUsername;
        mLobby.SendLobbyUpdateFromClient(sendPkt);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Event when the "Leave Role" button is pressed for a particular GUI lobby slot.
    /// </summary>
    public void OnClick_LeaveRole(string teamRole)
    {
        TeamRole dTeamRole = (TeamRole)Enum.Parse(typeof(TeamRole), teamRole);

        // Update GUI.
        UnoccupyLobbySlot(dTeamRole);

        if (mIsHost)            // Inform clients.
        {
            LobbyStatePacket lobbyState = CopyLobbyStateToPacket();
            mLobby.SendNewTrueLobbyState(lobbyState);
        }
        else            // Inform server.
        {
            LobbyUpdateFromClientPacket sendPkt = new LobbyUpdateFromClientPacket();
//			sendPkt.IsReady = false;
            sendPkt.IsOccupied = false;
            sendPkt.TeamRole   = dTeamRole;
            sendPkt.Username   = mUsername;
            mLobby.SendLobbyUpdateFromClient(sendPkt);
        }
    }
Ejemplo n.º 4
0
 /// <summary>
 /// Let server know about my lobby changes (e.g. changed role). This is called by the main menu.
 /// </summary>
 public void SendLobbyUpdateFromClient(LobbyUpdateFromClientPacket clientUpdate)
 {
     NwMgr.SendPacket <LobbyUpdateFromClientPacket>("info", clientUpdate);
 }
Ejemplo n.º 5
0
    /* These functions below are called by Update(). They handle packet-received events relating to the
     * lobby state. */



    /// <summary>
    /// As the host of the lobby, handle any received packets from my clients.
    /// </summary>
    protected void InLobbyHostLogic()
    {
        int prevNumActivePlayers = TrueLobbyState.NumActivePlayers;

        TrueLobbyState.NumActivePlayers = 1 + NwMgr.NetworkHost.ConnectionCount;

        // If number of active players have changed...
        if (prevNumActivePlayers != TrueLobbyState.NumActivePlayers)
        {
            TrueLobbyState.IsDirty = true;
        }

        // At the start, assign myself the first player Id.
        if (myIdStatus == PlayerIdStatus.None)
        {
            if (IsDebug)
            {
                Debug.Log("InLobbyHostLogic: Assigning myself a player id.");
            }

            myId       = PlayerId.One;
            myIdStatus = PlayerIdStatus.Received;
        }

        // A new client has joined the lobby and is requesting a unique player ID.
        if (NwMgr.PacketQueue.HasPacket <LobbyRequestPlayerIdPacket>())
        {
            if (IsDebug)
            {
                Debug.Log("InLobbyHostLogic: Got new player event.");
            }

            INetworkConnection recvNwConn;
            NwMgr.PacketQueue.GetNextPacket <LobbyRequestPlayerIdPacket>(out recvNwConn);

            // Give client an ID relative to its incoming channel ID.

            LobbyGivenPlayerIdPacket sendPkt = new LobbyGivenPlayerIdPacket();
            sendPkt.PlayerId = DetermineClientPlayerId(recvNwConn);
            NwMgr.SendPacket <LobbyGivenPlayerIdPacket>("info", recvNwConn.Id, sendPkt);

            // NumActivePlayers will be handled at the top of this function.
        }

        // Received update from client (e.g. changed role).
        if (NwMgr.PacketQueue.HasPacket <LobbyUpdateFromClientPacket>())
        {
            if (IsDebug)
            {
                Debug.Log("InLobbyHostLogic: Got lobby update from client.");
            }

            INetworkConnection          recvNwConn;
            LobbyUpdateFromClientPacket recvPkt = NwMgr.PacketQueue.GetNextPacket <LobbyUpdateFromClientPacket>(out recvNwConn);

            PlayerId clientId = DetermineClientPlayerId(recvNwConn);
            TrueLobbyState.MergeUpdateFromClient(recvPkt, clientId);

            TrueLobbyState.IsDirty = true;
        }

        // Received alert that a client is disconnecting from server.
        if (NwMgr.PacketQueue.HasPacket <LobbyPlayerDisconnectPacket>())
        {
            if (IsDebug)
            {
                Debug.Log("InLobbyHostLogic: Client is disconnecting.");
            }

            INetworkConnection recvNwConn;
            NwMgr.PacketQueue.GetNextPacket <LobbyPlayerDisconnectPacket>(out recvNwConn);

            PlayerId lossId = DetermineClientPlayerId(recvNwConn);
            TrueLobbyState.RemoveClient(lossId);

            TrueLobbyState.IsDirty = true;
        }

        if (TrueLobbyState.IsDirty)
        {
            // Broadcast new lobby state.
            NwMgr.SendPacket <LobbyStatePacket>("info", TrueLobbyState);

            // Refresh my lobby GUI.
            Menus.RefreshLobby(TrueLobbyState, myId);

            TrueLobbyState.IsDirty = false;
        }
    }