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")));
        }
    }
Example #2
0
    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);
        }
    }
Example #3
0
    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();
    }