Exemple #1
0
        /// <summary>
        /// This causes the server to switch scenes and sets the networkSceneName.
        /// <para>Clients that connect to this server will automatically switch to this scene. This is called autmatically if onlineScene or offlineScene are set, but it can be called from user code to switch scenes again while the game is in progress. This automatically sets clients to be not-ready. The clients must call NetworkClient.Ready() again to participate in the new scene.</para>
        /// </summary>
        /// <param name="newSceneName"></param>
        public override void ServerChangeScene(string newSceneName)
        {
            if (newSceneName == RoomScene)
            {
                foreach (NobleRoomPlayer roomPlayer in roomSlots)
                {
                    if (roomPlayer == null)
                    {
                        continue;
                    }

                    // find the game-player object for this connection, and destroy it
                    NetworkIdentity identity = roomPlayer.GetComponent <NetworkIdentity>();

                    if (NetworkServer.active)
                    {
                        // re-add the room object
                        roomPlayer.GetComponent <NobleRoomPlayer>().readyToBegin = false;
                        NobleServer.ReplacePlayerForConnection(identity.connectionToClient, roomPlayer.gameObject);
                    }
                }

                allPlayersReady = false;
            }

            base.ServerChangeScene(newSceneName);
        }
Exemple #2
0
        /// <summary>
        /// Called on the server when a client adds a new player with ClientScene.AddPlayer.
        /// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
        /// </summary>
        /// <param name="conn">Connection from client.</param>
        public override void OnServerAddPlayer(NetworkConnection conn)
        {
            if (IsSceneActive(RoomScene))
            {
                if (roomSlots.Count == maxConnections)
                {
                    return;
                }

                allPlayersReady = false;

                if (LogFilter.Debug)
                {
                    Debug.LogFormat("NetworkRoomManager.OnServerAddPlayer playerPrefab:{0}", roomPlayerPrefab.name);
                }

                GameObject newRoomGameObject = OnRoomServerCreateRoomPlayer(conn);
                if (newRoomGameObject == null)
                {
                    newRoomGameObject = Instantiate(roomPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity);
                }

                NobleServer.AddPlayerForConnection(conn, newRoomGameObject);
            }
            else
            {
                OnRoomServerAddPlayer(conn);
            }
        }
 internal void OnServerDisconnect(NetworkConnection networkConnection)
 {
     NobleServer.SendToAll(new ClientDisconnectedMessage
     {
         Id = networkConnection.connectionId
     });
     Clients.AsOwner.Remove(networkConnection.connectionId);
 }
Exemple #4
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 public void Lobby_Leave()
 {
     Debug.Log("Lobby_Leave");
     if (lobbyState == LobbyState.Client)
     {
         client.Disconnect();
         StopClient();
         lobbyState = LobbyState.None;
     }
     else if (lobbyState == LobbyState.Host)
     {
         try
         {
             //client.Disconnect();
         }catch { }
         NetworkServer.Shutdown();
         NobleServer.Shutdown();
         StopHost();
         lobbyState = LobbyState.None;
     }
     GUI_State(false);
 }
Exemple #5
0
        void SceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer)
        {
            if (LogFilter.Debug)
            {
                Debug.LogFormat("NetworkRoom SceneLoadedForPlayer scene: {0} {1}", SceneManager.GetActiveScene().path, conn);
            }

            if (IsSceneActive(RoomScene))
            {
                // cant be ready in room, add to ready list
                PendingPlayer pending;
                pending.conn       = conn;
                pending.roomPlayer = roomPlayer;
                pendingPlayers.Add(pending);
                return;
            }

            GameObject gamePlayer = OnRoomServerCreateGamePlayer(conn, roomPlayer);

            if (gamePlayer == null)
            {
                // get start position from base class
                Transform startPos = GetStartPosition();
                gamePlayer = startPos != null
                    ? Instantiate(playerPrefab, startPos.position, startPos.rotation)
                    : Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
            }

            if (!OnRoomServerSceneLoadedForPlayer(conn, roomPlayer, gamePlayer))
            {
                return;
            }

            // replace room player with game player
            NobleServer.ReplacePlayerForConnection(conn, gamePlayer, true);
        }
 public void SendMessageToAll(ArraySegment <byte> message, bool reliable)
 {
     NobleServer.SendToAll(new MvNetworkMessage(message),
                           reliable ? Channels.DefaultReliable : Channels.DefaultUnreliable);
 }