static public int get_DECOMPRESS_COMMON_LUA_KEY(IntPtr l)
 {
     try {
         LaunchGame self = (LaunchGame)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.DECOMPRESS_COMMON_LUA_KEY);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #2
0
 void Awake()
 {
     static_bundle.Clear();
     DontDestroyOnLoad(this.gameObject);
     GInstance = this;
     bInited   = false;
     //load game defined macro
     DefinedMacro.Init();
     //init Logs
     Logs.Instance.Init(DefinedMacro.isLogEnabled);
     //Debug.LogWarning("start game time " + Time.time);
 }
 static public int get_luaGenPath(IntPtr l)
 {
     try {
         LaunchGame self = (LaunchGame)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.luaGenPath);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #4
0
        public ActionResult <RequestResponse> ClousedGame([Bind("rouletteId")] LaunchGame launchGame)
        {
            IGameBusiness   gameBusiness = new GameBusiness(_context);
            RequestResponse response     = gameBusiness.ClousedGame(launchGame.RouletteId);

            if (response.SuccessFul == false)
            {
                return(BadRequest(error: new { error = response.MessageError }));
            }

            return(Content(response.MessageSuccess));
        }
 static public int Init(IntPtr l)
 {
     try {
         LaunchGame    self = (LaunchGame)checkSelf(l);
         System.Action a1;
         checkDelegate(l, 2, out a1);
         self.Init(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int UnloadCommonBundle(IntPtr l)
 {
     try {
         LaunchGame     self = (LaunchGame)checkSelf(l);
         System.Boolean a1;
         checkType(l, 2, out a1);
         self.UnloadCommonBundle(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_DECOMPRESS_COMMON_LUA_KEY(IntPtr l)
 {
     try {
         LaunchGame    self = (LaunchGame)checkSelf(l);
         System.String v;
         checkType(l, 2, out v);
         self.DECOMPRESS_COMMON_LUA_KEY = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int LoadCommonLuaScript(IntPtr l)
 {
     try {
         LaunchGame    self = (LaunchGame)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         System.Byte[] a2;
         self.LoadCommonLuaScript(a1, out a2);
         pushValue(l, true);
         pushValue(l, a2);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #9
0
    //Sends connection message with name and color, receves back starting position
    private void EstablishConnection(LaunchGame launchMessage)
    {
        //Make and connect the TCP client
        tcpClient = new TcpClient();
        stopWatch = new Stopwatch();
        byte[] type = new byte[2];

        ConnectMessage connectMessage = new ConnectMessage(launchMessage.playerColor, launchMessage.playerName); //TODO: Send user entered color not placeholder
        var            msgBytes       = connectMessage.GetMessage();

        StartGame startMessage;

        try
        {
            tcpClient.Connect(launchMessage.serverIP, launchMessage.serverPort);
            var tcpStream = tcpClient.GetStream();

            stopWatch.Start();

            //Sending the connection message
            tcpStream.Write(msgBytes, 0, msgBytes.Length);

            //Read the reply
            tcpStream.Read(type, 0, type.Length);

            //Get latency
            long latency = stopWatch.ElapsedMilliseconds;
            stopWatch.Reset();

            //Get type
            char typeChar = BitConverter.ToChar(type, 0);

            //Got connection response, process it
            if (typeChar == 'c')
            {
                byte[] connectResponse = new byte[20];
                byte[] shortNum        = new byte[2];
                byte[] otherSnake      = new byte[60];
                byte[] food            = new byte[12];

                tcpStream.Read(connectResponse, 0, connectResponse.Length);

                //Parse the data recved into a new start message
                startMessage = new StartGame(launchMessage.playerName, launchMessage.playerColor, connectResponse, latency);

                //Get number of other clients

                tcpStream.Read(shortNum, 0, shortNum.Length);

                short numClients = BitConverter.ToInt16(shortNum, 0);

                //Read in data for each of the other snakes listed
                for (int i = 0; i < numClients; i++)
                {
                    tcpStream.Read(otherSnake, 0, otherSnake.Length);
                    startMessage.otherSnakes.Add(new SnakeData(otherSnake));
                }

                //Get amount of food in game
                tcpStream.Read(shortNum, 0, shortNum.Length);
                short numFood = BitConverter.ToInt16(shortNum, 0);

                for (int i = 0; i < numFood; i++)
                {
                    tcpStream.Read(food, 0, food.Length);
                    startMessage.foodInGame.Add(new FoodData(food));
                }

                MessageSystem.instance.DispatchMessage(startMessage);

                //Now the syncronus set up is done put the client into non blocking mode
                tcpClient.Client.Blocking = false;
            }
            else
            {
                throw new Exception("Message other then connection reply receved"); //TODO: Probley should be some way to recover from this
            }
        }
        catch (Exception e)
        {
            UnityEngine.Debug.Log("ERROR");
            UnityEngine.Debug.Log(e.ToString());
            MessageSystem.instance.DispatchMessage(new ConnectFailed(e.ToString()));
        }
    }
Exemple #10
0
 public Task LaunchGame(LaunchGame command) => Send(command);
 private void EstablishConnection(LaunchGame message)
 {
     udpClient = new UdpClient();
     udpClient.Connect(message.serverIP, message.serverPort);
     udpClient.Client.Blocking = false;
 }