Esempio n. 1
0
 /// <summary>
 ///     Create a game client attached to an existing DOTA gc handler.
 /// </summary>
 /// <param name="gc">existing GC handler</param>
 /// <param name="cb">callback manager</param>
 /// <param name="publicIp">optionally help out by specifying the public ip address</param>
 public DotaGameClient(DotaGCHandler gc, CallbackManager cb, IPAddress publicIp = null)
 {
     Callbacks            = cb;
     _registeredCallbacks = new List <CallbackBase>();
     _gameConnectTokens   = new Queue <byte[]>(11);
     DotaGc = gc;
     RegisterCallbacks();
     if (DotaGc.SteamClient.IsConnected)
     {
         FetchAppTicket();
     }
     if (publicIp != null)
     {
         publicIP = publicIp;
     }
     else if (DotaGc.SteamClient.IsConnected)
     {
         CheckPublicIP();
     }
     EntityBuilder = DotaEntitySet.Associate(new DotaEntityPool.Builder());
     Controllers   = new List <IDotaGameController>(1);
 }
Esempio n. 2
0
 /// <summary>
 ///     Init a new game connect session.
 /// </summary>
 /// <param name="deets"></param>
 /// <param name="toArray"></param>
 /// <param name="poolBuilder">Pool builder</param>
 internal DotaGameSession(DOTAConnectDetails deets, IDotaGameController[] controllers, DotaEntityPool.Builder poolBuilder)
 {
     _details              = deets;
     Running               = false;
     _gameState            = new DotaGameState(deets);
     _gameState.EntityPool = poolBuilder.Build(_gameState);
     _connection           = null;
     Controllers           = controllers;
 }