// 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; } }
public PickupManager(ClientInfo info, NetworkRelay networkRelay) { _info = info; _networkRelay = networkRelay; _lastId = -1; }
public DespawnMessageHandler(NetworkRelay networkRelay, NetId netId, ItemPickup facade) { _networkRelay = networkRelay; _netId = netId; _facade = facade; PreInitialize(); }
public ShootCommandReceiver(NetworkRelay networkRelay, CharacterInfo info, IWeapon weapon) { _networkRelay = networkRelay; _info = info; _weapon = weapon; PreInitialize(); }
public PlayerWeaponDataManager(NetworkRelay networkRelay, ItemDatabase database, ClientInfo info, IGameCycle cycle) { _networkRelay = networkRelay; _database = database; _info = info; _cycle = cycle; }
public GlobalHostPlayerManager( ServerManager serverManager, NetworkRelay relay) { _serverManager = serverManager; _relay = relay; }
public ConnectionMenuHostMessageReceiver( ConnectionMenuMessageSender sender, NetworkRelay relay) { _sender = sender; _relay = relay; }
public LobbyRefresher(NetworkRelay networkRelay, LobbyMessageSender lobbySender, LobbyStateManager stateManager, ClientInfo info) { _networkRelay = networkRelay; _lobbySender = lobbySender; _stateManager = stateManager; _info = info; }
public AssignItemHandler(NetworkRelay networkRelay, CharacterInfo info, ItemFactory factory, IItemContainer inventory) { _networkRelay = networkRelay; _info = info; _factory = factory; _inventory = inventory; PreInitialize(); }
public LobbyClientMessageReceiver( NetworkRelay networkRelay, LobbyStateManager lobbyManager ) { _networkRelay = networkRelay; _lobbyManager = lobbyManager; }
public SceneMessageReceiver( Scenes scenes, NetworkRelay relay ) { _scenes = scenes; _relay = relay; }
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; }
public LobbyHostMessageReceiver( NetworkRelay relay, LobbyStateManager lobbyStateManager, LobbyMessageSender lobbyMessageSender ) { _relay = relay; _lobbyStateManager = lobbyStateManager; _lobbyMessageSender = lobbyMessageSender; }
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; }
public NetworkedCharacterWeapon( NetworkRelay networkRelay, CharacterFacade characterFacade, WeaponCreator weaponCreator, IWeapon weapon) { _weapon = weapon; _networkRelay = networkRelay; _characterFacade = characterFacade; _weaponCreator = weaponCreator; }
public GameEndedMenuReceiver( NetworkRelay relay, [Inject(Id = Identifiers.GameEndedWinText)] TextMeshProUGUI winText, [Inject(Id = Identifiers.GameEndedLoseText)] TextMeshProUGUI loseText) { _networkRelay = relay; _winText = winText; _loseText = loseText; }
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; }
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); }
public NetworkedCharacterInput( ControlState controlState, CharacterFacade characterFacade, NetworkRelay relay, Settings settings, CharacterMovement movement) { _controlState = controlState; _characterFacade = characterFacade; _networkRelay = relay; _settings = settings; _movement = movement; }
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; }
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; }
// Destroy events (eg destroy player event) public void DestroyRelay(NetworkRelay relay) { }
// Run creation events (eg send spawn player event) public void CreateRelay(NetworkRelay relay) { }
public HealthUpdateHandler(IHealthSetter health, NetworkRelay networkRelay, CharacterInfo info) { _health = health; _networkRelay = networkRelay; _info = info; }
public DamageReceiver(NetworkRelay networkRelay, IDamageable damageable, CharacterInfo info) { _networkRelay = networkRelay; _damageable = damageable; _info = info; }