public override void ChangeState(HubrisNet net, NetState state) { if (IsFriend(net)) { net.ChangeState(net, state); } }
public void ChangeState(HubrisNet net, NetState nState) { if (net == this) { State = nState; } }
public override bool Disconnect(HubrisNet net) { if (IsFriend(net)) { return(true); } else { return(false); } }
/// <summary> /// This method mimics the C++ "friend" declaration, by checking if the instance passed matches the singleton instance of the "owning" class /// </summary> protected override bool IsFriend(HubrisNet net) { if (net == HubrisNet.Instance) { return(true); } else { return(false); } }
public abstract bool Connect(HubrisNet net);
protected abstract bool IsFriend(HubrisNet net);
public override void Send(HubrisNet net) { if (IsFriend(net)) { } }
public override void Receive(HubrisNet net) { if (IsFriend(net)) { } }
public abstract void ChangeState(HubrisNet net, NetState state);
public abstract void Receive(HubrisNet net);
public abstract void Send(HubrisNet net);
public abstract bool Disconnect(HubrisNet net);