public DummyHallRoom(RoomEventDispatcher dispatcher, Contexts contexts) : base(dispatcher, contexts) { _dispatcher = dispatcher; _contexts = contexts; _dispatcher.OnRoomEvent += OnRoomEvent; AllowReConnect = false; }
public LoginServer(RoomEventDispatcher dispatcher, IRoomManager roomManager) { _dispatcher = dispatcher; _roomManager = roomManager; _networkMonitor = new PlayerNetworkMonitor(_dispatcher, _roomManager); _dispatcher.OnRoomEvent += OnRoomEvent; }
private void init() { _dispatcher = new RoomEventDispatcher(); _roomFactory = new ServerRoomFactory(_dispatcher, _coRoutineManager, _assetManager); _roomManager = new SingleRoomManager(_roomFactory, _dispatcher, false, _roomListener); _loginServer = new LoginServer(_dispatcher, _roomManager); _loginServer.Start(new NetworkPortInfo( SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.BattleServer.TcpPort, SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.BattleServer.UdpPort)); _hallServerNetwork = new HallServerNetwork(_dispatcher); _hallServerNetwork.StartServer(new NetworkPortInfo( SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.HallRoomServer.ListenPort, 0)); MyHttpServer.Start(SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.HttpPort); if (SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.AllocationServer.Open == 1) { _hallServerNetwork.ClientConnect(new NetworkPortInfo( SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.AllocationServer.ConnectPort, 0)); } else { _logger.InfoFormat("Server Configuration: Do Not connect to Allocation Server!"); } }
public void Broadcast(string type, Object obj) { if (this.IsRobot == false) { RoomEventDispatcher.DispatchEvent(type, obj); } }
public ServerRoomFactory(RoomEventDispatcher dispatcher, ICoRoutineManager coRoutineManager, IUnityAssetManager assetMananger) { _dispatcher = dispatcher; _coRouitneManager = coRoutineManager; _assetMananger = assetMananger; _contexts = new Contexts(); }
public HallRoom(RoomEventDispatcher dispatcher, Contexts contexts) { _dispatcher = dispatcher; _contexts = contexts; _dispatcher.OnRoomEvent += OnRoomEvent; _isCreateComplete = false; _createTime = DateTime.Now.Ticks; }
public HallServerNetwork(RoomEventDispatcher dispatcher) { _stopwatch = Stopwatch.StartNew(); _dispatcher = dispatcher; _dispatcher.Intercept += InterceptRoomEvent; _dispatcher.OnRoomEvent += OnRoomEvent; _client = _clientFactory.CreateTcpNetworkClient(SharedConfig.IsLittleEndian, SharedConfig.MutilThread, "Allocation"); _client.ChannelConnected += ClientOnChannelConnected; _client.ChannelDisconnected += ClientOnChannelDisConnected; RegisterCommand(); }
public SingleRoomManager(ServerRoomFactory roomFactory, RoomEventDispatcher dispatcher, bool tokenOnce, IRoomListener roomListener) { _dispatcher = dispatcher; _dispatcher.OnRoomEvent += OnRoomEvent; _playerInfoManager = new PlayerInfoManager(tokenOnce); _roomFactory = roomFactory; roomFactory.TokenGenerator = _playerInfoManager; _roomListener = roomListener; _debugSystem = new ServerDebugInfoSystem(this); }
public ServerRoom(RoomId id, ContextsServerWrapper contextsServerWrapper, RoomEventDispatcher dispatcher, IPlayerTokenGenerator playerTokenGenerator) { state = RoomState.Initialized; isDisposed = false; RoomId = id; ContextsWrapper = contextsServerWrapper; MessageDispatcher = CreateNetworMessageHandlers(); tokenGenerator = playerTokenGenerator; eventDispatcher = dispatcher; snapshotFactory = new SnapshotFactory(ContextsWrapper.GameContexts); sessionStateMachine = new ServerSessionStateMachine(ContextsWrapper.contexts, this); damager = new SimplePlayerDamager(this); compensationManager = new CompensationManager(); VehicleDamageUtility._damager = damager; sendSnapshotManager = new SendSnapshotManager(ContextsWrapper.contexts); }
//private Stopwatch _stopwatch; public SingleRoomManager(ServerRoomFactory roomFactory, RoomEventDispatcher dispatcher, IRoomListener roomListener) : this(roomFactory, dispatcher, false, roomListener) { }
public ResponseRegisterBattleServerMessageHandler(RoomEventDispatcher dispatcher) { _dispatcher = dispatcher; }
public RequestJoinRoomListMessageHandler(RoomEventDispatcher dispatcher) { _dispatcher = dispatcher; }
public PlayerNetworkMonitor(RoomEventDispatcher dispatcher, IRoomManager roomManager) { _dispatcher = dispatcher; _roomManager = roomManager; dispatcher.OnRoomEvent += OnRoomEvent; }
public RequestCreateRoomMessageHandler(RoomEventDispatcher dispatcher) { _dispatcher = dispatcher; }
public void Broadcast(string type, BattlePlayer player, Object obj) { RoomEventDispatcher.DispatchEvent(type, obj); }