Exemple #1
0
 public void NotifyClients(NetScope scope, int frameId, int timeId, NetStream full)
 {
     lock (notifyQueueLock)
     {
         frameCapacity = clients.Count * NetScope.all.Count;
         for (int i = 0; i < clients.Count; i++)
         {
             if (clients[i].isReady)
             {
                 full.AddRef();
                 notifyQueue.Enqueue(new NotifyClientTask
                 {
                     frameID = frameId,
                     timeID  = timeId,
                     full    = full,
                     client  = clients[i],
                     scope   = scope
                 });
             }
         }
     }
     if (!threaded)
     {
         HandleNotifyQueue();
     }
 }
        public NetStream BeginEvent(uint eventId)
        {
            if (scope == null)
            {
                scope = GetComponentInParent <NetScope>();
            }
            NetStream netStream = scope.BeginEvent(this);

            netStream.WriteNetId(eventId);
            return(netStream);
        }
        public bool DeliverEvent(NetStream stream)
        {
            if (scope == null)
            {
                scope = GetComponentInParent <NetScope>();
            }
            uint num = stream.ReadNetId();

            if (num - 1 < subscriptions.Count)
            {
                subscriptions[(int)(num - 1)](stream);
                return(true);
            }
            return(false);
        }
Exemple #4
0
        private IEnumerator EnterLobbyAsync(bool asServer, Action callback = null)
        {
            NetScope.ClearAllButPlayers();
            object obj = stateLock;

            Monitor.Enter(obj);
            try
            {
                state = ((!asServer) ? AppSate.ClientLoadLobby : AppSate.ServerLoadLobby);
                SuspendDeltasForLoad();
                Game.instance.HasSceneLoaded = false;
                string sceneName = null;
                if (Game.multiplayerLobbyLevel < 128)
                {
                    sceneName = WorkshopRepository.GetLobbyFilename(Game.multiplayerLobbyLevel);
                    goto IL_01fb;
                }
                bool loaded = false;
                WorkshopLevelMetadata workshopLevel = null;
                WorkshopRepository.instance.levelRepo.LoadLevel(Game.multiplayerLobbyLevel, delegate(WorkshopLevelMetadata l)
                {
                    workshopLevel = l;
                    loaded        = true;
                });
                while (!loaded)
                {
                    yield return(null);
                }
                if (workshopLevel != null)
                {
                    lobbyAssetbundle = FileTools.LoadBundle(workshopLevel.dataPath);
                    string[] allScenePaths = lobbyAssetbundle.GetAllScenePaths();
                    sceneName = Path.GetFileNameWithoutExtension(allScenePaths[0]);
                    StopPlaytimeForItem(previousLobbyID);
                    StartPlaytimeForItem(workshopLevel.workshopId);
                    previousLobbyID = workshopLevel.workshopId;
                    goto IL_01fb;
                }
                if (NetGame.isServer)
                {
                    goto IL_01fb;
                }
                SubtitleManager.instance.ClearProgress();
                UnityEngine.Debug.Log("Level load failed.");
                instance.ServerFailedToLoad();
                SignalManager.EndReset();
                goto end_IL_0055;
IL_01fb:
                if (string.IsNullOrEmpty(sceneName))
                {
                    sceneName = WorkshopRepository.GetLobbyFilename(0uL);
                    Game.multiplayerLobbyLevel = 0uL;
                }
                AsyncOperation loader = SceneManager.LoadSceneAsync(sceneName);
                if (loader != null)
                {
                    while (!loader.isDone || !Game.instance.HasSceneLoaded)
                    {
                        yield return(null);
                    }
                }
                if (state != AppSate.ServerLoadLobby && state != AppSate.ClientLoadLobby)
                {
                    UnityEngine.Debug.Log("Exiting wrong app state (" + state.ToString() + ")");
                }
                state = ((!asServer) ? AppSate.ClientLobby : AppSate.ServerLobby);
                ResumeDeltasAfterLoad();
                if (!RatingMenu.instance.ShowRatingMenu())
                {
                    MenuSystem.instance.ShowMainMenu <MultiplayerLobbyMenu>();
                }
                Game.instance.state = GameState.Inactive;
                UpdateJoinable();
                callback?.Invoke();
                if (queueAfterLevelLoad != null)
                {
                    Action action = queueAfterLevelLoad;
                    queueAfterLevelLoad = null;
                    if (NetGame.netlog)
                    {
                        UnityEngine.Debug.Log("Executing queue");
                    }
                    action();
                }
                if (lobbyAssetbundle != null)
                {
                    lobbyAssetbundle.Unload(unloadAllLoadedObjects: false);
                    lobbyAssetbundle = null;
                }
                Game.instance.FixAssetBundleImport(lobby: true);
                end_IL_0055 :;
            }
            finally
            {
            }
        }