static async void Tick() { g_WebServer.Update(); await MatchmakingManager.Update(); System.Threading.Thread.Sleep(1); }
/// <summary> /// Joins matchmaker queue. /// </summary> /// <remarks> /// Nakama allows for joining multiple matchmakers, however for the purposes of this demo, /// we will allow only for joining a single matchmaking queue. /// </remarks> private async Task <bool> StartMatchmakerAsync() { if (ticket != null) { Debug.Log("Matchmaker already started"); return(false); } ISocket socket = NakamaSessionManager.Instance.Socket; // Create params object with default values MatchmakingParams param = new MatchmakingParams(); socket.OnMatchmakerMatched += OnMatchmakerMatched; // Join the matchmaker ticket = await MatchmakingManager.EnterQueueAsync(socket, param); if (ticket == null) { Debug.Log("Couldn't start matchmaker" + Environment.NewLine + "Try again later"); socket.OnMatchmakerMatched -= OnMatchmakerMatched; return(false); } else { // Matchmaker queue joined return(true); } }
//************************************************************************************************************** // * // FUNCTIONS * // * //************************************************************************************************************** //////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Called when the script instance is being loaded. /// </summary> private void Awake() { // Initialize singleton if (Instance != null && Instance != this) { Destroy(gameObject); return; } Instance = this; }
private void Awake() { if (!instance) { instance = this; } else { Destroy(this.gameObject); } }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; DontDestroyOnLoad(this.gameObject); } }
public static Host CreateBaseServer <TGame>(int port, out MatchmakingManager <TGame, AccountImpl> roomManager) where TGame : Game <AccountImpl>, new() { Host host = new Host(port); var st = new Storage(); var auth = new Authorization(st); var account = new Account <AccountImpl>(auth, st); var matchmaking = new Matchmaking <AccountImpl>(account, new PlayerQueueImpl()); roomManager = new MatchmakingManager <TGame, AccountImpl>(matchmaking); return(CreateServer <TGame, AccountImpl>(port, auth, account, matchmaking, roomManager)); }
void Start() { if (isLocalPlayer) { matchManager = FindObjectOfType <MatchmakingManager> (); pController = GetComponent <PlayerController> (); pController.enabled = false; } else { buttonMatchmaking.SetActive(false); } }
/// <summary> /// Leaves matchmaker queue. /// </summary> private async Task <bool> StopMatchmakerAsync(IMatchmakerTicket ticket) { if (ticket == null) { Debug.Log("Couldn't stop matchmaker; matchmaking hasn't been started yet"); return(false); } ISocket socket = NakamaSessionManager.Instance.Socket; bool good = await MatchmakingManager.LeaveQueueAsync(socket, ticket); this.ticket = null; socket.OnMatchmakerMatched -= OnMatchmakerMatched; return(good); }
private void Start() { GameMode gameMode = GameData.getInstance().getGameMode(); if (gameMode == GameMode.MATCHMAKING) { Time.timeScale = 0f; matchManager = GetComponent <MatchmakingManager>(); matchManager.joinMatchMakingRoom(); } else { startSinglePlayer(); } }
public static Host CreateServer <TGame, TAccountModel>( int port, Authorization auth, Account <TAccountModel> account, Matchmaking <TAccountModel> matchmaking, MatchmakingManager <TGame, TAccountModel> roomManager) where TGame : Game <TAccountModel>, new() where TAccountModel : AccountModel, new() { Host host = new Host(port); host.AddModule(auth); host.AddModule(account); host.AddModule(matchmaking); host.AddModule(roomManager); return(host); }
void Awake() { // make sure only one instance of this manager ever exists if (s_instance != null) { Destroy(gameObject); return; } s_instance = this; DontDestroyOnLoad(gameObject); Core.Initialize(); m_matchmaking = new MatchmakingManager(); m_p2p = new P2PManager(); m_leaderboards = new LeaderboardManager(); m_achievements = new AchievementsManager(); }
void Start() { matchManager = FindObjectOfType <MatchmakingManager> (); }
protected void SetContextualReadyState(ContextualReadyState contextualReadyState) { Log.Print(LogType.Debug, "SetContextualReadyState"); MatchmakingManager.StartPractice(this); }