Ejemplo n.º 1
0
        public void StartServer()
        {
            DontDestroyOnLoad(gameObject);
            _logicTimer    = new LogicTimer(OnLogicUpdate);
            _playerManager = new ServerPlayerManager(this);

            //_packetProcessor = new NetPacketProcessor();

            ////register auto serializable vector2
            //_packetProcessor.RegisterNestedType((w, v) => w.Put(v), r => r.GetVector2());

            ////register auto serializable PlayerState
            //_packetProcessor.RegisterNestedType<PlayerState>();

            //_packetProcessor.SubscribeReusable<JoinPacket, NetPeer>(OnJoinReceived);
            //_netManager = new NetManager(this)
            //{
            //    AutoRecycle = true
            //};

            _netManager      = G.CSEngineApp.LiteNet._netManager;
            _packetProcessor = G.CSEngineApp.LiteNet._packetProcessor;
            _packetProcessor.RegisterNestedType((w, v) => w.Put(v), r => r.GetVector2());
            _packetProcessor.RegisterNestedType <PlayerState>();
            _packetProcessor.SubscribeReusable <JoinPacket, NetPeer>(OnJoinReceived);
            _netManager.Start(10515);
            _logicTimer.Start();
        }
Ejemplo n.º 2
0
 public ServerPlayer(ServerPlayerManager playerManager, string name, NetPeer peer) : base(playerManager, name, (byte)peer.Id)
 {
     _playerManager = playerManager;
     peer.Tag       = this;
     AssociatedPeer = peer;
     NetworkState   = new PlayerState {
         Id = (byte)peer.Id
     };
 }