Inheritance: Fusion.Engine.Common.GameModule
			public Disconnected ( GameClient gameClient, string reason ) : base(gameClient, ClientState.Disconnected)
			{
				Message	=	reason;

				//	Notify client that game ended?
				gameClient.UnloadContent();

				client.Shutdown( reason );
			}
			public Loading ( GameClient gameClient, string serverInfo ) : base(gameClient, ClientState.Loading)
			{
				Message	=	serverInfo;

				loader	=	gameClient.LoadContent( serverInfo );

				if (loader==null) {
					throw new InvalidOperationException("Null GameLoader");
				}
			}
Exemple #3
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        public MPWorld( GameClient client, string serverInfo )
            : base(client)
        {
            InitPhysSpace(16);

            InitializePrefabs();

            var scene = Content.Load<Scene>(@"scenes\" + serverInfo );

            ReadMapFromScene( Content, scene, IsClientSide );
        }
			public Connecting ( GameClient gameClient, IPEndPoint endPoint ) : base(gameClient, ClientState.Connecting)
			{
				client.Start();

				Message		=	endPoint.ToString();

				var hail	=	client.CreateMessage();
				hail.Write( gameClient.Guid.ToByteArray() );
				hail.Write( Encoding.UTF8.GetBytes(gameClient.UserInfo()) );

				client.Connect( endPoint, hail );
			}
			/// <summary>
			/// Creates instance of Active client state.
			/// </summary>
			/// <param name="gameClient"></param>
			/// <param name="snapshotId"></param>
			/// <param name="initialSnapshot"></param>
			public Active ( GameClient gameClient, uint snapshotId, byte[] initialSnapshot, long svTicks ) : base(gameClient, ClientState.Active)
			{
				queue	=	new SnapshotQueue(32);
				queue.Push( new Snapshot( new TimeSpan(0), snapshotId, initialSnapshot) );

				lastServerTicks		=	svTicks;
				lastSnapshotID		=	snapshotId;
				lastSnapshotFrame	=	snapshotId;

				Message				=	"";


				#if USE_DEJITTER
				jitter		=	new JitterBuffer( gameClient.Game, svTicks );
				#endif


				stopwatch	=	new Stopwatch();
				stopwatch.Start();
				clientTicks	=	stopwatch.Elapsed.Ticks;


				gameClient.FeedSnapshot( new GameTime(0,svTicks,0L), initialSnapshot, 0 );
			}
 void GameClient_ClientStateChanged( object sender, GameClient.ClientEventArgs e )
 {
     Game.Console.Hide();
 }
			/// <summary>
			/// Ctor
			/// </summary>
			/// <param name="gameClient"></param>
			public State ( GameClient gameClient, ClientState clientState )
			{
				this.ClientState	=	clientState;
				this.gameClient		=	gameClient;
			}
			public Awaiting ( GameClient gameClient ) : base(gameClient, ClientState.Awaiting)
			{
				//	send user command to draw server attention:
				//	snapshotID and commandID are zero, because we dont have valid snapshot yet.
				gameClient.SendUserCommand( client, 0, 0, new byte[0] );
			}
			public StandBy ( GameClient gameClient ) : base(gameClient, ClientState.StandBy)
			{
				Message	=	"";
			}