Ejemplo n.º 1
0
        // Methods
        private void SetNetworkProvider()
        {
            switch (networkMode)
            {
            case NetworkRelayMode.Client:
                if (networkRelay != null)
                {
                    networkRelays[0].Port     = networkRelay.Port;
                    networkRelays[0].Timeout  = networkRelay.Timeout;
                    networkRelays[0].Version  = networkRelay.Version;
                    networkRelays[0].Nickname = networkRelay.Nickname;
                }
                NetworkRelay = networkRelays[0];
                break;

            case NetworkRelayMode.Server:
                if (networkRelay != null)
                {
                    networkRelays[1].Port     = networkRelay.Port;
                    networkRelays[1].Timeout  = networkRelay.Timeout;
                    networkRelays[1].Version  = networkRelay.Version;
                    networkRelays[1].Nickname = networkRelay.Nickname;
                }
                NetworkRelay = networkRelays[1];
                break;
            }
        }
Ejemplo n.º 2
0
    public PickupManager(ClientInfo info, NetworkRelay networkRelay)
    {
        _info         = info;
        _networkRelay = networkRelay;

        _lastId = -1;
    }
Ejemplo n.º 3
0
 public DespawnMessageHandler(NetworkRelay networkRelay, NetId netId, ItemPickup facade)
 {
     _networkRelay = networkRelay;
     _netId        = netId;
     _facade       = facade;
     PreInitialize();
 }
Ejemplo n.º 4
0
 public ShootCommandReceiver(NetworkRelay networkRelay, CharacterInfo info, IWeapon weapon)
 {
     _networkRelay = networkRelay;
     _info         = info;
     _weapon       = weapon;
     PreInitialize();
 }
Ejemplo n.º 5
0
 public PlayerWeaponDataManager(NetworkRelay networkRelay, ItemDatabase database, ClientInfo info, IGameCycle cycle)
 {
     _networkRelay = networkRelay;
     _database     = database;
     _info         = info;
     _cycle        = cycle;
 }
Ejemplo n.º 6
0
 public GlobalHostPlayerManager(
     ServerManager serverManager,
     NetworkRelay relay)
 {
     _serverManager = serverManager;
     _relay         = relay;
 }
 public ConnectionMenuHostMessageReceiver(
     ConnectionMenuMessageSender sender,
     NetworkRelay relay)
 {
     _sender = sender;
     _relay  = relay;
 }
Ejemplo n.º 8
0
 public LobbyRefresher(NetworkRelay networkRelay, LobbyMessageSender lobbySender, LobbyStateManager stateManager, ClientInfo info)
 {
     _networkRelay = networkRelay;
     _lobbySender  = lobbySender;
     _stateManager = stateManager;
     _info         = info;
 }
Ejemplo n.º 9
0
 public AssignItemHandler(NetworkRelay networkRelay, CharacterInfo info, ItemFactory factory, IItemContainer inventory)
 {
     _networkRelay = networkRelay;
     _info         = info;
     _factory      = factory;
     _inventory    = inventory;
     PreInitialize();
 }
Ejemplo n.º 10
0
 public LobbyClientMessageReceiver(
     NetworkRelay networkRelay,
     LobbyStateManager lobbyManager
     )
 {
     _networkRelay = networkRelay;
     _lobbyManager = lobbyManager;
 }
Ejemplo n.º 11
0
 public SceneMessageReceiver(
     Scenes scenes,
     NetworkRelay relay
     )
 {
     _scenes = scenes;
     _relay  = relay;
 }
Ejemplo n.º 12
0
 public ClientDoorManager(
     NetworkRelay relay,
     DoorManager doorManager,
     GenericMessageWithResponseClient sender)
 {
     _networkRelay = relay;
     _doorManager  = doorManager;
     _sender       = sender;
 }
 public ConnectionMenuClientMessageReceiver(
     NetworkRelay networkRelay,
     ConnectionMenuMessageSender sender,
     ScenePostinitializationEvents postInitEvents)
 {
     _sender         = sender;
     _networkRelay   = networkRelay;
     _postInitEvents = postInitEvents;
 }
Ejemplo n.º 14
0
 public LobbyHostMessageReceiver(
     NetworkRelay relay,
     LobbyStateManager lobbyStateManager,
     LobbyMessageSender lobbyMessageSender
     )
 {
     _relay              = relay;
     _lobbyStateManager  = lobbyStateManager;
     _lobbyMessageSender = lobbyMessageSender;
 }
Ejemplo n.º 15
0
 public DeathRequestHandler(LivingCharactersRegistry livingCharactersRegistry,
                            NetworkRelay networkRelay, UnityClient client, ClientInfo connectionInfo, CharacterInfo info, CharacterFacade facade)
 {
     _livingCharacterRegistry = livingCharactersRegistry;
     _networkRelay            = networkRelay;
     _client         = client;
     _connectionInfo = connectionInfo;
     _info           = info;
     PreInitialize();
 }
 public SynchronizedSceneManager(
     NetworkRelay relay,
     ScenePostinitializationEvents postInitEvents,
     GenericMessageWithResponseHost messageWithResponseHost,
     GenericMessageWithResponseClient messageWithResponseClient)
 {
     _relay                     = relay;
     _postInitEvents            = postInitEvents;
     _messageWithResponseHost   = messageWithResponseHost;
     _messageWithResponseClient = messageWithResponseClient;
 }
Ejemplo n.º 17
0
 public NetworkedCharacterWeapon(
     NetworkRelay networkRelay,
     CharacterFacade characterFacade,
     WeaponCreator weaponCreator,
     IWeapon weapon)
 {
     _weapon          = weapon;
     _networkRelay    = networkRelay;
     _characterFacade = characterFacade;
     _weaponCreator   = weaponCreator;
 }
Ejemplo n.º 18
0
 public GameEndedMenuReceiver(
     NetworkRelay relay,
     [Inject(Id = Identifiers.GameEndedWinText)]
     TextMeshProUGUI winText,
     [Inject(Id = Identifiers.GameEndedLoseText)]
     TextMeshProUGUI loseText)
 {
     _networkRelay = relay;
     _winText      = winText;
     _loseText     = loseText;
 }
Ejemplo n.º 19
0
 public LevelGraphMessageReceiver(
     NetworkRelay relay,
     LevelGraphState graphState,
     GenericMessageWithResponseClient sender,
     LevelSpawner levelSpawner)
 {
     _relay        = relay;
     _sender       = sender;
     _levelSpawner = levelSpawner;
     _graphState   = graphState;
 }
 public GenericMessageWithResponseHost(
     NetworkRelay relay,
     UnityClient client,
     SceneMessageSender sender,
     GlobalHostPlayerManager playerManager,
     ScenePostinitializationEvents postInitEvents)
 {
     ReadyPlayers   = new Dictionary <ushort, bool>();
     _relay         = relay;
     _client        = client;
     _playerManager = playerManager;
 }
Ejemplo n.º 21
0
        public void SetUp()
        {
            LocalNetworkConnectionHub hub = new LocalNetworkConnectionHub();

            factory0 = hub.CreateNodeFactory();
            factory1 = hub.CreateNodeFactory();
            factory2 = hub.CreateNodeFactory();

            relay0 = new NetworkRelay <LocalNetworkConnection, int>(factory0, matchmakingFileId);
            relay1 = new NetworkRelay <LocalNetworkConnection, int>(factory1, matchmakingFileId);
            relay2 = new NetworkRelay <LocalNetworkConnection, int>(factory2, matchmakingFileId);
        }
Ejemplo n.º 22
0
 public NetworkedCharacterInput(
     ControlState controlState,
     CharacterFacade characterFacade,
     NetworkRelay relay,
     Settings settings,
     CharacterMovement movement)
 {
     _controlState    = controlState;
     _characterFacade = characterFacade;
     _networkRelay    = relay;
     _settings        = settings;
     _movement        = movement;
 }
Ejemplo n.º 23
0
        void cardia_NetworkRelayChanged(object sender, NetworkRelay <HeartRateMessage> networkRelay)
        {
            this.networkRelay = networkRelay;

            networkRelay.NicknameChanged += networkRelay_NicknameChanged;
            networkRelay.PortChanged     += networkRelay_PortChanged;
            cardia.NetworkConnected      += cardia_NetworkConnected;
            cardia.NetworkDisconnected   += cardia_NetworkDisconnected;

            if (networkRelay is TcpRelayClient <HeartRateMessage> )
            {
                ((TcpRelayClient <HeartRateMessage>)networkRelay).ServerAddressChanged += NetworkFrm_ServerAddressChanged;
            }
        }
 public NetworkedCharacterSpawner(
     GenericMessageWithResponseClient messageWithResponse,
     GlobalHostPlayerManager globalHostPlayerManager,
     CharacterSpawner characterSpawner,
     NetworkRelay networkRelay,
     UnityClient client
     )
 {
     _globalHostPlayerManager = globalHostPlayerManager;
     _messageWithResponse     = messageWithResponse;
     _characterSpawner        = characterSpawner;
     _networkRelay            = networkRelay;
     _client = client;
 }
Ejemplo n.º 25
0
        private static void Main()
        {
            AppDomain currentDomain = AppDomain.CurrentDomain;

            currentDomain.UnhandledException += MyHandler;

            LocalNetworkConnectionHub hub = new LocalNetworkConnectionHub();

            LocalNetworkConnectionFactory factory0 = hub.CreateNodeFactory();
            LocalNetworkConnectionFactory factory1 = hub.CreateNodeFactory();

            INetworkRelay <int> relay0 = new NetworkRelay <LocalNetworkConnection, int>(factory0);
            INetworkRelay <int> relay1 = new NetworkRelay <LocalNetworkConnection, int>(factory1);

            relay0.CreateMatchmakingFile(MatchmakingFileId);
            relay1.CreateMatchmakingFile(MatchmakingFileId);

            relay0.CreateLeaderboardsFile(LeaderboardsFileId);
            relay1.CreateLeaderboardsFile(LeaderboardsFileId);

            relay0.ConnectToNodeAsync(1).Wait();

            Task.Delay(100).Wait();

            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            client0 = new FormMatchmaking <int>(relay0, MatchmakingFileId, LeaderboardsFileId);
            client1 = new FormMatchmaking <int>(relay1, MatchmakingFileId, LeaderboardsFileId);

            Task.Delay(100).Wait();

            var thread = new Thread(ThreadStart);

            thread.TrySetApartmentState(ApartmentState.STA);
            thread.Start();

            Application.Run(client0);
        }
 public PickupSpawnMessageHandler(NetworkRelay networkRelay, ItemDatabase itemDatabase, [Inject(Id = Identifiers.Inventory)] ItemPickup.Factory pickupFactory)
 {
     _networkRelay  = networkRelay;
     _itemDatabase  = itemDatabase;
     _pickupFactory = pickupFactory;
 }
Ejemplo n.º 27
0
 // Destroy events (eg destroy player event)
 public void DestroyRelay(NetworkRelay relay)
 {
 }
Ejemplo n.º 28
0
 // Run creation events (eg send spawn player event)
 public void CreateRelay(NetworkRelay relay)
 {
 }
Ejemplo n.º 29
0
 public HealthUpdateHandler(IHealthSetter health, NetworkRelay networkRelay, CharacterInfo info)
 {
     _health       = health;
     _networkRelay = networkRelay;
     _info         = info;
 }
Ejemplo n.º 30
0
 public DamageReceiver(NetworkRelay networkRelay, IDamageable damageable, CharacterInfo info)
 {
     _networkRelay = networkRelay;
     _damageable   = damageable;
     _info         = info;
 }