// Use this for initialization
	void Start () {
        Application.runInBackground = true; // Let the application be running while the window is not active.
        Debug.Log("LobbyController starting");
        initGrids();

        GameObject sharedES = GameObject.Find("SharedES");
        SharedElectroServer gm = (SharedElectroServer)sharedES.GetComponent<SharedElectroServer>();

        _es = gm.es;
        //_userName = gm.userName;

        _es.Engine.JoinRoomEvent += OnJoinRoom;

        /**
         * If you want to add chat in the lobby, you will need this line
         */
        //_es.Engine.PublicMessageEvent += OnPublicMessage;
        
        _es.Engine.ConnectionClosedEvent += OnConnectionClosedEvent;
        _es.Engine.GenericErrorResponse += onGenericErrorResponse;
        _es.Engine.PluginMessageEvent += onPluginMessageEvent;
        Debug.Log("listeners added");

        started = true;
        JoinRoom();
	}
	// Use this for initialization
	void Start () {
        Application.runInBackground = true; // Let the application be running while the window is not active.
        Debug.Log("GameController starting");

        GameObject sharedES = GameObject.Find("SharedES");
        SharedElectroServer gm = (SharedElectroServer)sharedES.GetComponent<SharedElectroServer>();
        GameObject clockGobj = GameObject.Find("Clock");
        clock = (Clock)clockGobj.GetComponent<Clock>();

        _es = gm.es;
        me = gm.userName;
        _gameToJoin = gm.gameToJoin;

        _es.Engine.JoinRoomEvent += OnJoinRoom;
        _es.Engine.CreateOrJoinGameResponse += OnCreateOrJoinGameResponse;

        /**
         * If you want to add chat in the game, you will need this line
         */
        //_es.Engine.PublicMessageEvent += OnPublicMessage;
        
        _es.Engine.ConnectionClosedEvent += OnConnectionClosedEvent;
        _es.Engine.GenericErrorResponse += onGenericErrorResponse;
        _es.Engine.PluginMessageEvent += onPluginMessageEvent;
        Debug.Log("listeners added");

        started = true;
        initBoard();
        JoinRoom();
    }
Exemple #3
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	public void Awake() {

        _renderLogin = true;

		// Allow Unity Application to run in background
		Application.runInBackground = true;
		
		/* 
		 * Init ES and instruct ES that events will be dispatched manually
		 * (which is important for Unity based project communications)
		 */
		_es = new ElectroServer();
		_es.Engine.Queueing = EsEngine.QueueDispatchType.External;
		
		/*
		 * Register event listeners for ES messaging
		 */
		_es.Engine.ConnectionResponse += OnConnect;
		_es.Engine.LoginResponse += OnLogin;
		
		// Set default username
		_userName = "";
        serverURL = host;
        serverPort = "" + port;
		
	}
Exemple #4
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    public CServer()
    {
        es = new ElectroServer();
        Debug.Log("Electro Server is created !!!");
        es.Engine.ConnectionClosedEvent    += OnConnectClosed;
        es.Engine.ConnectionResponse       += OnConnectionResponse;
        es.Engine.LoginResponse            += OnLoginResponse;
        es.Engine.ServerKickUserEvent      += OnServerKickUser;
        es.Engine.GatewayKickUserRequest   += OnGatewayKickUser;
        es.Engine.GenericErrorResponse     += OnGenericError;
        es.Engine.PluginMessageEvent       += OnPluginMessage;
        es.Engine.JoinRoomEvent            += OnJoinRoom;
        es.Engine.LeaveRoomEvent           += OnLeaveRoom;
        es.Engine.PublicMessageEvent       += OnPublicMessage;
        es.Engine.CreateOrJoinGameResponse += OnCreateOrJoinGame;
        es.Engine.AddBuddiesResponse       += OnAddBuddies;
        es.Engine.RemoveBuddiesResponse    += OnRemoveBuddies;

        mustThreadConnecting = false;
    }
	// We start working from here
	void Start() {
		Application.runInBackground = true; // Let the application be running while the window is not active.
        Debug.Log("NetworkController starting");

        GameObject gameManager = GameObject.Find("_GameManager");
        GameManager gm = (GameManager)gameManager.GetComponent<GameManager>();
        _es = gm.es;
        _userName = gm.userName;
        gm.controller = this;

        //NOTE: if you modify this example to allow users to leave the scene without quitting the application
        //then you will need to remove the listeners before leaving the scene
        _es.Engine.JoinRoomEvent += OnJoinRoom;
        _es.Engine.PublicMessageEvent += OnPublicMessage;
        _es.Engine.ConnectionClosedEvent += OnConnectionClosedEvent;
        _es.Engine.GenericErrorResponse += onGenericErrorResponse;
        _es.Engine.PluginMessageEvent += onPluginMessageEvent;
        Log("listeners added");


        started = true;
        JoinRoom();
    }