/*
         * send a message to the server so that they now we are in
         */
        private void CallServerReady()
        {
            networkedScene.state.Text = "notifying server...";
            var message = networkService.CreateClientMessage();

            message.Write(START);
            message.Write(networkService.ClientIdentifier);

            networkService.SendToServer(message, DeliveryMethod.ReliableOrdered);
        }
Exemple #2
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        private void Change(int type, bool next)
        {
            var message = networkService.CreateClientMessage();

            message.Write(NetworkedScene.CHANGE_PLAYER);
            message.Write(networkService.ClientIdentifier);
            message.Write(type);
            message.Write(next);
            networkService.SendToServer(message, DeliveryMethod.ReliableOrdered);
        }
Exemple #3
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        public void Destroy()
        {
            if (!IsDestroyed())
            {
                NetworkService networkService = (Owner.Scene as NetworkedScene).networkService;

                var message = networkService.CreateClientMessage();
                message.Write(NetworkedScene.DESTROY_WO);
                message.Write(Owner.Name);
                networkService.SendToServer(message, WaveEngine.Networking.Messages.DeliveryMethod.ReliableOrdered);
            }
        }
Exemple #4
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        private void SendCommand(ActionBehavior act, WorldObject wo, bool store)
        {
            if (selectedWO != null && !selectedWO.IsDestroyed() && wo != null && !wo.IsDestroyed())
            {
                var message = networkService.CreateClientMessage();
                message.Write(NetworkedScene.WO_ACTION);
                message.Write(selectedWO.Owner.Name);
                message.Write(wo.Owner.Name);
                message.Write((int)act.GetCommand());
                message.Write(store);

                networkService.SendToServer(message, WaveEngine.Networking.Messages.DeliveryMethod.ReliableOrdered);
            }
        }