Example #1
0
    void Update()
    {
        if (_inAnErrorState)
        {
            // Something has broken, stop running for nows
            return;
        }

        Fragment.Tick();

        Fragment.Message msg    = new Fragment.Message();
        Fragment.Result  result = new Fragment.Result();
        while (Fragment.PollMessageQueue(ref msg, ref result))
        {
            // Handle the message
            // ..

            if (result == Fragment.Result.SR_ERROR)
            {
                string errorDesc = "";
                int    errorCode = Fragment.GetLastError(ref errorDesc);
                Debug.Log("Fragment error description: " + errorDesc);
                Debug.Log("Fragment error code: " + errorCode);

                // Typically you'd want to handle any errors elegantly, but in this instance we'll halt the program
                // flow since this is a learning example
                Debug.Log("Carz will now stop ticking internally. Please rectify the errors above and run again.");
                _inAnErrorState = true;
                return;
            }
            else
            {
                // Pass it into sub-systems to handle
                _playerManager.HandleFragmentMessage(msg);
                _carLibrary.HandleFragmentMessage(msg);
            }
        }

        _playerManager.Update();

        GameState.GetActiveState().Tick();
    }
Example #2
0
    void Start()
    {
        Fragment.Result result = Fragment.Initialise(GameID, LocalServerURL);
        if (result != Fragment.Result.SR_OK)
        {
            string detailedErrorDesc = "";
            Fragment.GetLastError(ref detailedErrorDesc);
            Debug.Log("Fragment error desc: " + detailedErrorDesc);
        }

        Fragment.AuthRequestCode code = new Fragment.AuthRequestCode();
        result = Fragment.PlayerAuthRequest(0, ref code);
        if (result != Fragment.Result.SR_OK)
        {
            string detailedErrorDesc = "";
            Fragment.GetLastError(ref detailedErrorDesc);
            Debug.Log("Fragment error desc: " + detailedErrorDesc);
        }

        AuthUI.Show(code, "Player 1", "Join the game");
    }
Example #3
0
    void Update()
    {
        Fragment.Tick();

        if (AuthUITimer > 0)
        {
            AuthUITimer -= Time.deltaTime;
            if (AuthUITimer <= 0.0)
            {
                AuthUI.Hide();
            }
        }

        Fragment.Result  result = new Fragment.Result();
        Fragment.Message msg    = new Fragment.Message();
        while (Fragment.PollMessageQueue(ref msg, ref result))
        {
            // Handle the message
            Debug.Log("Fragment Message received. Type: " + msg.type);

            switch (msg.type)
            {
            case Fragment.MessageType.PlayerAuthComplete:
            {
                AuthUI.SetSignedInState(true, "Welcome to the game", "Please wait a moment...");
                AuthUITimer = 2.0f;

                Debug.Log("Player index: " + msg.playerAuthComplete.playerIndex);
                Debug.Log("Auth result: " + msg.playerAuthComplete.result);
                break;
            }

            case Fragment.MessageType.PlayerInfo:
            {
                playerInfoReady = true;
                Debug.Log("Player index: " + msg.playerInfo.playerIndex);
                Debug.Log("Player handle: " + msg.playerInfo.playerHandle);
                playerHandle = msg.playerInfo.playerHandle;
                break;
            }

            case Fragment.MessageType.GameInfo:
            {
                gameInfoReady = true;
                Debug.Log("Game handle: " + msg.gameInfo.gameHandle);
                gameHandle = msg.gameInfo.gameHandle;
                break;
            }

            case Fragment.MessageType.Error:
            {
                Debug.Log("Error context: " + msg.error.context);
                string detailedErrorDesc = "";
                int    code = Fragment.GetLastError(ref detailedErrorDesc);
                Debug.Log("Detailed error desc: " + detailedErrorDesc);
                Debug.Log("Error code: " + code);
                break;
            }
            }
        }

        if ((playerInfoReady && gameInfoReady) && !haveLoggedInfo)
        {
            LogInfo();
            haveLoggedInfo = true;
        }
    }