public void Start(ServerDatas gameServerDatas, ServerDatas mmServerDatas, Func <Match, ServerGameMaster> createGameMaster, bool debug = false) { this.debug = debug; Server = new MyUdpServer(); string udpAddress = CliArguments.GetArgument("--address"); string udpPort = CliArguments.GetArgument("--port"); Server.Start(udpAddress != null ? udpAddress : gameServerDatas.address, udpPort != null ? int.Parse(udpPort) : gameServerDatas.port, debug); Client = new MyTcpClient(); string mmAddress = CliArguments.GetArgument("--mmaddress"); string mmPort = CliArguments.GetArgument("--mmport"); Client.Start(mmAddress != null ? mmAddress : mmServerDatas.address, mmPort != null ? int.Parse(mmPort) : mmServerDatas.port, OnMMReady, OnConnectionFail, debug); _createGameMaster = createGameMaster; _defaultWorld = World.DefaultGameObjectInjectionWorld; }
public void Start(ServerDatas serverDatas, MatchmakingComponent matchmakingComponent, bool debug = false) { _matchmakingComponent = matchmakingComponent; client = new MyTcpClient(); client.Start(serverDatas.address, serverDatas.port, OnReady, OnConnectionFail, debug); }