public SendResult SendRequestWithResult() { if (logger.IsDebugEnabled) { logger.Debug("Sending list request."); } return(messageSender.TrySendMessage(OperationType.Request, new GameServerListRequestPayload(), DeliveryMethod.ReliableOrdered, true)); }
public SendResult SendRequestWithResult() { SendResult result = messageSender.TrySendMessage(OperationType.Request, new AuthenticationRequest(loginDetails.LoginString, loginDetails.Password), DeliveryMethod.ReliableOrdered, true); //We don't need the login object anymore Destroy(loginDetails as UnityEngine.Object); return(result); }
protected override void Start() { base.Start(); //Broadcast spawn on start this.messageBroadcaster.SendEvent(new PlayerEntitySpawnEventPayload(guidContainer.NetworkGuid, entityTransform.position.ToSurrogate(), entityTransform.rotation.ToSurrogate()), DeliveryMethod.ReliableUnordered, false, 0); //After broadcasting this entities spawn we should send spawn events for each other connected player. foreach (var entity in entityCollection.Values.Where(e => e.NetworkGuid.EntityType == EntityType.Player)) { //Don't send spawn event about self to self if (entity.NetworkGuid != guidContainer.NetworkGuid) { peer.TrySendMessage(OperationType.Event, new PlayerEntitySpawnEventPayload(entity.NetworkGuid, entity.WorldObject.transform.position.ToSurrogate(), entity.WorldObject.transform.rotation.ToSurrogate()), DeliveryMethod.ReliableUnordered, false, 0); } } }