private void OnConnectButtonClick()
 {
     if (m_remoteGameServer.IsConnected)
     {
         m_remoteGameServer.Disconnect();
     }
     else
     {
         m_remoteGameServer.Connect();
     }
 }
Esempio n. 2
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        private static void InitGameOnConnectionStateChanged(bool preferRemote, string mapName, int playersCount, int botsCount, Action callback, Action <Error> error, INotification notification, IGameServer remoteGameServer)
        {
            ServerEventHandler <ValueChangedArgs <bool> > connectionStateChanged = null;

            connectionStateChanged = (Error e, ValueChangedArgs <bool> payload) =>
            {
#warning CHECK if actually unsubscribed

                if (!remoteGameServer.HasError(e))
                {
                    if (preferRemote)
                    {
                        if (!remoteGameServer.IsConnected)
                        {
                            remoteGameServer.Connect();
                            return;
                        }
                    }
                    else
                    {
                        if (remoteGameServer.IsConnected)
                        {
                            remoteGameServer.Disconnect();
                            return;
                        }
                    }

                    LogoffIfNeeded(() =>
                    {
                        InitGame(mapName, 0, 0, playersCount, botsCount, callback, error);
                    });
                }
                else
                {
                    notification.ShowError(e);

                    LogoffIfNeeded(() =>
                    {
                        InitGame(mapName, 0, 0, playersCount, botsCount, callback, error);
                    });
                }

                remoteGameServer.ConnectionStateChanged -= connectionStateChanged;
            };

            remoteGameServer.ConnectionStateChanged += connectionStateChanged;
        }
Esempio n. 3
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        public static void Init(string mapName, int playersCount, int botsCount, bool preferRemote, Action callback, Action <Error> error)
        {
            if (playersCount < 0)
            {
                throw new ArgumentOutOfRangeException("playersCount");
            }

            if (botsCount < 0)
            {
                throw new ArgumentOutOfRangeException("botsCount");
            }

            if (playersCount > GameConstants.MaxLocalPlayers)
            {
                throw new ArgumentException("playersCount > " + GameConstants.MaxLocalPlayers);
            }

            if (playersCount + botsCount > 8 || playersCount + botsCount < 2)
            {
                throw new ArgumentException("players + bots should be >= 2 and <= 8");
            }

            //IProgressIndicator progress = Dependencies.Progress;
            //progress.IsVisible = true;

            INotification notification     = Dependencies.Notification;
            IGameServer   remoteGameServer = Dependencies.RemoteGameServer;

            if (preferRemote)
            {
                if (remoteGameServer.IsConnectionStateChanging)
                {
                    InitGameOnConnectionStateChanged(preferRemote, mapName, playersCount, botsCount, callback, error, notification, remoteGameServer);
                }
                else if (!remoteGameServer.IsConnected)
                {
                    InitGameOnConnectionStateChanged(preferRemote, mapName, playersCount, botsCount, callback, error, notification, remoteGameServer);
                    remoteGameServer.Connect();
                }
                else
                {
                    LogoffIfNeeded(() =>
                    {
                        InitGame(mapName, 0, 0, playersCount, botsCount, callback, error);
                    });
                }
            }
            else
            {
                if (remoteGameServer != null && remoteGameServer.IsConnectionStateChanging)
                {
                    InitGameOnConnectionStateChanged(preferRemote, mapName, playersCount, botsCount, callback, error, notification, remoteGameServer);
                }
                else if (remoteGameServer != null && remoteGameServer.IsConnected)
                {
                    InitGameOnConnectionStateChanged(preferRemote, mapName, playersCount, botsCount, callback, error, notification, remoteGameServer);
                    remoteGameServer.Disconnect();
                }
                else
                {
                    LogoffIfNeeded(() =>
                    {
                        InitGame(mapName, 0, 0, playersCount, botsCount, callback, error);
                    });
                }
            }
        }