void Client_ConnectionStatusChanged(NetworkClient sender, NetworkConnectionStatuses status) { switch (status) { case NetworkConnectionStatuses.Disconnected: { string text = "Unable to connect"; if (sender.DisconnectionReason != "") { text += ". " + sender.DisconnectionReason; } SetInfo(text, true); DisposeClient(); } break; case NetworkConnectionStatuses.Connecting: SetInfo("Connecting...", false); break; case NetworkConnectionStatuses.Connected: SetInfo("Connected", false); //no work with client from this class anymore RemoveEventsForClient(); notDisposeClientOnDetach = true; //close all windows foreach (EControl control in GameEngineApp.Instance.ControlManager.Controls) { control.SetShouldDetach(); } //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add(lobbyWindow); GameEngineApp.Instance.Client_OnConnectedToServer(); break; } }
private void CreateServer_Click(Button sender) { //if (string.IsNullOrEmpty(serverUserName)) if (string.IsNullOrEmpty(Program.username)) { SetInfo("Invalid user name.", true); return; } SetInfo("Creating server...", false); GameNetworkServer server = new GameNetworkServer(createServerName.ToString(), EngineVersionInformation.Version, 128, true); //int port = 229; string error; if (!server.BeginListen(createserverport, out error)) { SetInfo("Server Listen Error: " + error, true); server.Dispose(""); return; } //create user for server server.UserManagementService.CreateServerUser(Program.username); //close all windows foreach (Control control in GameEngineApp.Instance.ControlManager.Controls) { control.SetShouldDetach(); } //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add(lobbyWindow); GameEngineApp.Instance.Server_OnCreateServer(); }
void CreateServer_Click(Button sender) { if (string.IsNullOrEmpty(userName)) { SetInfo("Invalid user name.", true); return; } SetInfo("Creating server...", false); GameNetworkServer server = new GameNetworkServer("NeoAxis Server", EngineVersionInformation.Version, 128, true); int port = 56565; string error; if (!server.BeginListen(port, out error)) { SetInfo("Error: " + error, true); server.Dispose(""); return; } //create user for server server.UserManagementService.CreateServerUser(userName); //close this window SetShouldDetach(); //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add(lobbyWindow); GameEngineApp.Instance.Server_OnCreateServer(); }
void Client_EntitySystemService_WorldDestroy( EntitySystemClientNetworkService sender, bool newMapWillBeLoaded ) { MapSystemWorld.MapDestroy(); if( EntitySystemWorld.Instance != null ) EntitySystemWorld.Instance.WorldDestroy(); //close all windows foreach( Control control in GameEngineApp.Instance.ControlManager.Controls ) control.SetShouldDetach(); if( !newMapWillBeLoaded ) { //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add( lobbyWindow ); } }
void CreateServer_Click( EButton sender ) { if( string.IsNullOrEmpty( userName ) ) { SetInfo( "Invalid user name.", true ); return; } SetInfo( "Creating server...", false ); GameNetworkServer server = new GameNetworkServer( "NeoAxis Server", EngineVersionInformation.Version, 128, true ); int port = 56565; string error; if( !server.BeginListen( port, out error ) ) { SetInfo( "Error: " + error, true ); server.Dispose( "" ); return; } //create user for server server.UserManagementService.CreateServerUser( userName ); //close all windows foreach( EControl control in GameEngineApp.Instance.ControlManager.Controls ) control.SetShouldDetach(); //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add( lobbyWindow ); GameEngineApp.Instance.Server_OnCreateServer(); }
void Client_ConnectionStatusChanged( NetworkClient sender, NetworkConnectionStatuses status ) { switch( status ) { case NetworkConnectionStatuses.Disconnected: { string text = "Unable to connect"; if( sender.DisconnectionReason != "" ) text += ". " + sender.DisconnectionReason; SetInfo( text, true ); DisposeClient(); } break; case NetworkConnectionStatuses.Connecting: SetInfo( "Connecting...", false ); break; case NetworkConnectionStatuses.Connected: SetInfo( "Connected", false ); //no work with client from this class anymore RemoveEventsForClient(); notDisposeClientOnDetach = true; //close all windows foreach( EControl control in GameEngineApp.Instance.ControlManager.Controls ) control.SetShouldDetach(); //create lobby window MultiplayerLobbyWindow lobbyWindow = new MultiplayerLobbyWindow(); GameEngineApp.Instance.ControlManager.Controls.Add( lobbyWindow ); GameEngineApp.Instance.Client_OnConnectedToServer(); break; } }