Esempio n. 1
0
 private void OnGameMessageReceived(GameMessageBase message)
 {
     if (!_exeptGameTypes.Contains(message.Type))
     {
         ShowMsg(message.Type.ToString(), message.ClientId, "yellow");
     }
 }
Esempio n. 2
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 public void SendToPlayer(GameMessageBase message, int connectionId)
 {
     #if NETWORK_DEBUG
     DevLogger.Log("SendToPlayer: " + connectionId + " " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented));
     #endif
     NetworkServer.SendToClient(connectionId, (short)message.Type, message);
 }
Esempio n. 3
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        private void OnMsgReceived(GameMessageBase message)
        {
            switch (message.Type)
            {
            case GameMsgType.OpponentRespawn:
                OnOponentTankRespawn(message as TankRespawnMsg);
                break;

            case GameMsgType.UnitMoved:
                OnUnitMoved(message as UnitMovedMsg);
                break;

            case GameMsgType.Died:
                OnOponentDied(message as TankDiedMsg);
                break;

            case GameMsgType.BulletStarted:
                OnOponentBulletStarted(message as BulletStartedMsg);
                break;

            case GameMsgType.TankStateUpdate:
                OnOpponentUpdateState(message as TankStateUpdateMsg);
                break;

            case GameMsgType.PickupGameItem:
                OnPickupGameItem(message as PickUpGameItemMsg);
                break;

            case GameMsgType.CreateDropItem:
                OnDropItem(message as CreateDropItemMsg);
                break;
            }
        }
Esempio n. 4
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        public void SendToAll(GameMessageBase message)
        {
            #if NETWORK_DEBUG
            DevLogger.Log("SendToAll: " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented));
            #endif

            NetworkServer.SendToAll((short)message.Type, message);
        }
Esempio n. 5
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        public void Send(GameMessageBase message)
        {
            message.ClientId = _currentClient.connection.connectionId;
            _currentClient.Send((short)message.Type, message);

            #if NETWORK_DEBUG
            DevLogger.Log("Send GameMessageBase: " + message.Type + " body: \n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented));
            #endif
        }
Esempio n. 6
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        private void OnGameMessageReceive(NetworkMessage msg)
        {
            GameMessageBase gameMessage = NetworkingUtil.ReadGameMessage(msg);

            #if NETWORK_DEBUG
            DevLogger.Log("OnGameMessageReceive received: " + gameMessage.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(gameMessage, Newtonsoft.Json.Formatting.Indented));
            #endif

            GameMsgReceived.SafeRaise(gameMessage);
        }
Esempio n. 7
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 protected override void OnGameMsgReceived(GameMessageBase message)
 {
     if (message is GameUnitMessageBase)
     {
         (message as GameUnitMessageBase).UnitId = Model.UnitsInBattle[message.ClientId].UnitId;
     }
     if (message is ConnectToBattleRequestMsg)
     {
         OnConnectedToBattleRequest(message as ConnectToBattleRequestMsg);
     }
 }
Esempio n. 8
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        protected override void OnGameMsgReceived(GameMessageBase message)
        {
            switch (message.Type)
            {
            case GameMsgType.UnitDestroy:
                OnTankDied(message as UnitDestroyMessage);
                break;

            case GameMsgType.PickupGameItem:
                OnPickUpItem(message as PickUpGameItemMsg);
                break;
            }
        }
Esempio n. 9
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        protected override void OnGameMsgReceived(GameMessageBase message)
        {
            switch (message.Type)
            {
            case GameMsgType.UnitPosition:
                OnUnitPositionUpdate(message as UnitPositionMessage);
                break;

            case GameMsgType.UnitDestroy:
                OnUnitDestroy(message as UnitDestroyMessage);
                break;
            }
        }
Esempio n. 10
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        public void SendToAllExcept(GameMessageBase message, int exceptConnectionId)
        {
            var connections = NetworkServer.connections;

            foreach (var connection in connections)
            {
                if (connection != null && connection.connectionId != exceptConnectionId)
                {
                    NetworkServer.SendToClient(
                        connection.connectionId,
                        (short)message.Type,
                        message);
                }
            }
        }
        protected override void OnGameMsgReceived(GameMessageBase message)
        {
            var unitMessage = message as UnitMessageBase;

            if (unitMessage != null)
            {
                unitMessage.UnitId = Model.GetBattlePlayer(unitMessage.ClientId).UnitId;
            }

            var connectMessage = message as ConnectToBattleRequestMsg;

            if (connectMessage != null)
            {
                OnConnectedToBattleRequest(connectMessage);
            }
        }
Esempio n. 12
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        public void SendToAllExcept(GameMessageBase message, int exceptConnectionId)
        {
            #if NETWORK_DEBUG
            DevLogger.Log("SendToAllExcept " + exceptConnectionId + " " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented));
            #endif

            foreach (var connection in NetworkServer.connections)
            {
                if (connection != null && connection.connectionId != exceptConnectionId)
                {
                    NetworkServer.SendToClient(
                        connection.connectionId,
                        (short)message.Type,
                        message);
                }
            }
        }
Esempio n. 13
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        protected override void OnGameMsgReceived(GameMessageBase message)
        {
            switch (message.Type)
            {
            case GameMsgType.UnitMoved:
                UpdateTankPos(message as UnitMovedMsg);
                break;

            case GameMsgType.TankStateUpdate:
                UpdatTankState(message as TankStateUpdateMsg);
                break;

            case GameMsgType.Died:
                OnTankDied(message as TankDiedMsg);
                break;

            default:
                Server.SendToAllExept(message, message.ClientId);
                break;
            }
        }
Esempio n. 14
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 private void OnGameMsgReceived(GameMessageBase message)
 {
     if (message.Type == GameMsgType.ConnectToBattleAnswer)
     {
         var answer = message as ConnectToBattleAnswerMsg;
         if (answer.IsCanConnect)
         {
             RespawnPlayer(answer.Player.Position, answer.Player.EquippedItemsTypes);
             foreach (var dropItem in answer.DropedItems)
             {
                 Context.PickUpManager.DropItem(dropItem.CatalogId, dropItem.WorldId,
                                                dropItem.Pos);
             }
             ApplyState <GameIdleOnlineState>(answer.Oponents);
         }
         else
         {
             ScheduledUpdate(1f, false);
         }
     }
 }
Esempio n. 15
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 protected abstract void OnGameMsgReceived(GameMessageBase message);
Esempio n. 16
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 public void SendToAll(GameMessageBase message)
 {
     NetworkServer.SendToAll((short)message.Type, message);
 }
Esempio n. 17
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 public void SendToPlayer(GameMessageBase message, int connectionId)
 {
     NetworkServer.SendToClient(connectionId, (short)message.Type, message);
 }
Esempio n. 18
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 public void Send(GameMessageBase message)
 {
     message.ClientId = _currentClient.connection.connectionId;
     _currentClient.Send((short)message.Type, message);
 }
Esempio n. 19
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 /// <summary>
 /// Called before any message processing takes place
 /// </summary>
 public virtual void PreProcess(NetworkConnection sentBy, GameMessageBase b)
 {
     b.Process(sentBy);
 }