Example #1
0
 public RunningGameData(GameStateServer inGSS, int gid)
 {
     this.gss    = inGSS;
     this.gameID = gid;
     // XXX (kasiu): A hack.
     this.gameMode = -1;
 }
Example #2
0
    // Use this for initialization
    void Start()
    {
        string[] args = System.Environment.GetCommandLineArgs();
        if (!doneStart && System.Array.IndexOf(args, "server") > 0)
        {
            //Application.targetFrameRate = 1;
            DebugConsole.Log("NetworkServer.Start() start");
//#if !EIL_PRODUCTION
            DebugConsole.IsOpen = true;
//#endif //!EIL_PRODUCTION

            processCommandLineArgs();

            if (NetworkServer.MASTERSERVER_HOSTNAME != null)
            {
                NetworkServer.MASTERSERVER = ServerInfo.FromHostName(MASTERSERVER_HOSTNAME, MASTERSERVER_PORT);
                MasterServer.port          = NetworkServer.MASTERSERVER.serverPort;
                MasterServer.ipAddress     = NetworkServer.MASTERSERVER.serverIP;
            }
            else            //use Unity defaults
            {
                NetworkServer.MASTERSERVER = new ServerInfo(MasterServer.ipAddress, MasterServer.port);
            }

            if (NetworkServer.FACILITATOR_HOSTNAME != null)
            {
                NetworkServer.FACILITATOR  = ServerInfo.FromHostName(FACILITATOR_HOSTNAME, FACILITATOR_PORT);
                Network.natFacilitatorIP   = NetworkServer.FACILITATOR.serverIP;
                Network.natFacilitatorPort = NetworkServer.FACILITATOR.serverPort;
            }
            else            //use Unity defaults
            {
                NetworkServer.FACILITATOR = new ServerInfo(Network.natFacilitatorIP, Network.natFacilitatorPort);
            }

            DebugConsole.Log("Connection Test initiated.");
            TestConnection();

            GameStateServer gss = GameStateServer.Instance;

            Debug.Log("Using master Server at " + MasterServer.ipAddress + ":" + MasterServer.port);
            Debug.Log("Using NAT Facilitator Info:" + Network.natFacilitatorIP);


            doneStart = true;
            DebugConsole.Log("NetworkServer.Start() done");
        }
        else
        {
            DebugConsole.Log("NetworkServer.Start() already called, so skipping.");
        }
    }
Example #3
0
        public MainViewModel()
        {
            if (!IsInDesignMode)
            {
                server = new GameStateServer();
                server.RegisterGameStateCallback(GameStateCallback);
                server.Start();
            }
            else
            {
                ProviderComponentIsActive = true;
                ProviderName = "Counter Strike - Global Offensive";

                PlayerComponentIsActive = true;
                PlayerName = "Lexington";

                MapComponentIsActive = true;
                MapName = "de_dust2";
            }
        }
Example #4
0
 //not used? or is it auto called by MonoBehavior?
 public static void Init()
 {
     GameStateServer gss = Instance;
 }
 public RunningGameData_1player(GameStateServer inGSS, int gid, NetworkPlayer inPlayer) : base(inGSS, gid)
 {
     player = inPlayer;
 }
Example #6
0
 public RotationsActor(GameStateServer gameState)
 {
     this._gameState = gameState;
 }
Example #7
0
 public MovesActor(GameStateServer gameState, CollisionActor collisionsActor)
 {
     this.gameState = gameState;
     this._collisionsActor = collisionsActor;
 }
Example #8
0
 public HitsActor(GameStateServer gameState)
 {
     this._gameState = gameState;
 }
Example #9
0
 public RunningGameData(GameStateServer inGSS, int gid)
 {
     this.gss    = inGSS;
     this.gameID = gid;
 }
Example #10
0
        static void Main(string[] args)
        {
            var server = new GameStateServer();

            GameStateFrame oldFrame = null;

            server.RegisterGameStateCallback(frame => {
                Console.WriteLine("Received gamestate");

                var player = frame.GetComponent <PlayerComponent>();

                Console.WriteLine("New game state");
                if (player != null)
                {
                    Console.WriteLine(player.Name);

                    var weapons = player.GetComponent <PlayerWeaponsComponent>();
                    if (weapons != null)
                    {
                        Console.WriteLine("Number of weapons: " + weapons.Weapons.Count);

                        // Get the active weapon from the oldFrame
                        if (oldFrame != null)
                        {
                            var oldPlayer = oldFrame.GetComponent <PlayerComponent>();
                            if (oldPlayer != null)
                            {
                                var oldWeapons = oldPlayer.GetComponent <PlayerWeaponsComponent>();
                                if (oldWeapons != null)
                                {
                                    var oldActiveWeapon = oldWeapons.Weapons.FirstOrDefault(w => w.State == WeaponState.Active);
                                    if (oldActiveWeapon != null)
                                    {
                                        Console.WriteLine("Old active weapon: " + oldActiveWeapon.Name);
                                    }
                                }
                            }
                        }

                        var activeWeapon = weapons.Weapons.FirstOrDefault(w => w.State == WeaponState.Active);

                        if (activeWeapon != null)
                        {
                            Console.WriteLine("Active weapon: " + activeWeapon.Name);
                            if (activeWeapon.AmmoClip.HasValue && activeWeapon.AmmoClipMax.HasValue)
                            {
                                Console.WriteLine(activeWeapon.AmmoClip <= 0.25 * activeWeapon.AmmoClipMax ? "WARNING: LOW AMMO" : "");
                            }
                        }
                    }
                }
                Console.WriteLine("");

                oldFrame = frame;
            });

            server.Start();

            Console.WriteLine("Server started");


            while (server.IsListening)
            {
                Thread.Sleep(500);
            }
        }
Example #11
0
 public ConsoleCommandsActor(GameStateServer gameState)
 {
     this._gameState = gameState;
 }