Example #1
0
        //private float estimatedServerFrameTime = 0f;

        public ClientNetworking(SocketWrapperSettings settings, int appId)
        {
            FrameID = NetworkConstants.BeforeStartOfGameFrameId;

            packetDispatcher = new PacketDispatcher();
            cpcs             = new ClientPlayerConnectionState(new SocketWrapper(settings), appId);

            // Forward events from the CPCS to IClientNetworking
            cpcs.OnConnect       += () => { OnConnect?.Invoke(); };
            cpcs.OnDisconnect    += (retry) => { OnDisconnect?.Invoke(retry); };
            cpcs.OnLoginResponse += (response) => { OnLoginResponse?.Invoke(response); };

            // We want to know when the server tells us it's frameid, so we can keep in sync
            packetDispatcher.AddListener <ServerTick>(OnServerTickPacket);
        }
Example #2
0
 public long AddListener <PACKET_TYPE>(int entityID, Action <PACKET_TYPE> action) where PACKET_TYPE : BasePacket
 {
     return(packetDispatcher.AddListener(entityID, action));
 }