private void ReceiveClientStatus(BaseProtocol protocol) { StatusProtocol clientStatus = protocol as StatusProtocol; if (clientStatus.IsType(StatusProtocol.Type.Client)) { PrintToConsole(string.Format("{0} has {1} the server", clientStatus.from_client, (clientStatus.ok ? "connected to" : "disconnected from"))); } }
void Join_Game(BaseProtocol protocol) { StatusProtocol status = protocol as StatusProtocol; if (status.IsType(StatusProtocol.Type.Game) && status.ok) { SceneManager.LoadScene("GameLobby", LoadSceneMode.Single); SocketClient.ActiveGameData.SetGameStatus(GameData.GameStatus.Active); } }
void GetAvailableGames(BaseProtocol protocol) { StatusProtocol serverStatus = protocol as StatusProtocol; if (!serverStatus.IsType(StatusProtocol.Type.Server) || !serverStatus.ok) { return; // oppsie we've been bad.... :( } print("Status Ok: " + serverStatus.ok); StartRequesting(); }
private void ErrorDisconnect() { // make sure the socket is dead. try { socket.Close(); } catch {} Reset = true; print("Helloo World"); // Add a server error to the inbound cue. // to let the game know that an error has occored. StatusProtocol serverStatus = new StatusProtocol(); serverStatus.ok = false; serverStatus.message = "Server disconnected!"; serverStatus.SetMessageType(StatusProtocol.Type.Server); serverStatus.from_client = GameData.GAME_CLIENT_NAME; inboundQueue.Enqueue(serverStatus); }