/// <summary> /// When a map tile is rebuild, send it to all clients so each player has the same map as the host /// </summary> public void SendToNetwork() { var mesh = GetComponent <MeshFilter>().mesh; NetworkIdentity ide = GetComponent <NetworkIdentity>(); UpdateHostMessage message = new UpdateHostMessage { list = mesh.vertices, identifier = gameObject.name, texture = ImageUrl }; NetworkServer.SendToAll(CloudAnchorController.kMessageId, message); }
//Use this to receive the message from the Server on the Client's side public void ReceiveMessage(NetworkMessage networkMessage) { //Read the message that comes in UpdateHostMessage hostMessage = networkMessage.ReadMessage <UpdateHostMessage>(); ClientMapTile tile = GameObject.Find(hostMessage.identifier).GetComponent <ClientMapTile>(); if (tile != null) { tile.NetworkUpdate(hostMessage.list); tile.SetTex(hostMessage.texture); } ((ClientMapBuilder)mapBuilder).AddTile(tile); }
public ActionResult UpdateHostViaPost(UpdateHostMessage model) { var result = _updateService.UpdateHost(model.Host, model.IpAddress); switch (result) { case UpdateResult.DnsZoneNotFound: case UpdateResult.RecordSetNotFound: return(BadRequest("invalid host data")); case UpdateResult.Success: return(Ok()); default: return(StatusCode(500, "internal error occured")); } }
public ActionResult UpdateHostViaGet([FromQuery] UpdateHostMessage model) { return(UpdateHostViaPost(model)); }