public RunningGameData(GameStateServer inGSS, int gid) { this.gss = inGSS; this.gameID = gid; // XXX (kasiu): A hack. this.gameMode = -1; }
// 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."); } }
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"; } }
//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; }
public RotationsActor(GameStateServer gameState) { this._gameState = gameState; }
public MovesActor(GameStateServer gameState, CollisionActor collisionsActor) { this.gameState = gameState; this._collisionsActor = collisionsActor; }
public HitsActor(GameStateServer gameState) { this._gameState = gameState; }
public RunningGameData(GameStateServer inGSS, int gid) { this.gss = inGSS; this.gameID = gid; }
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); } }
public ConsoleCommandsActor(GameStateServer gameState) { this._gameState = gameState; }