public void OnStartClient() { _fixedUpdater = new FixedUpdater((int)(NetworkTime.Milliseconds), timeStepMilliseconds, time => { _inputMessage.Time = time; NetworkClient.Send(_inputMessage, 1); NetworkInput.AddKeyMap(_inputMessage.Keymap); _inputMessage.Keymap = 0u; }); }
public void Connect(System.Net.IPAddress ipAddress, int port) { if (!IsConnected) { if (_client == null) { Initalize(); } StartedConnection?.Invoke(); Action updateAction = _client.Connect(ipAddress, port); if (_updater == null) { GameObject updaterInstance = Instantiate(_updaterPrefab); DontDestroyOnLoad(updaterInstance); _updater = updaterInstance.GetComponent <FixedUpdater>(); } _updater.UpdateAction = updateAction; _updater.enabled = true; //start listening for } }
public void StartServer(int port, ushort maxClients) { if (!IsRunning) { if (_server == null) { Initalize(); } Debug.Log("Starting Server"); Action serverTicker = _server.Start(port, maxClients); IsRunning = true; if (_updater == null) { GameObject updaterInstance = Instantiate(_updaterPrefab); DontDestroyOnLoad(updaterInstance); _updater = updaterInstance.GetComponent <FixedUpdater>(); } _updater.UpdateAction = serverTicker; _updater.enabled = true; _server.ClientConnected += OnClientConnected; _server.ClientDisconnected += OnClientDisconnect; Started?.Invoke(); } }