Esempio n. 1
0
    public void StartClient(string host, int port)
    {
        NetworkCommon = new NetworkClient(host, port);
        NetworkCommon.Receive(OnDataReceived);

        Invoke("ClientConnection", 0);
    }
Esempio n. 2
0
    public static void Interpret(IPEndPoint source, Message message, NetworkMessage network)
    {
        NetworkCommon networkCommon = GameObject.FindObjectOfType <Network> ().NetworkCommon;

        switch (network.Message)
        {
        case NetworkMessage.MessageValue.CONNECT:
            if (networkCommon is NetworkServer && networkCommon.ID == message.DestID)
            {
                (networkCommon as NetworkServer).Send(source, MessageTranslator.ToByteArray(
                                                          createMessage(networkCommon.ID,
                                                                        message.SourceID,
                                                                        NetworkMessage.MessageValue.CONNECTED)));
                networkCommon.Connected = true;
                Application.LoadLevel(1);
            }
            break;

        case NetworkMessage.MessageValue.CONNECTED:
            if (networkCommon is NetworkClient && networkCommon.ID == message.DestID)
            {
                networkCommon.Connected = true;
                Application.LoadLevel(1);
            }
            break;
        }
    }
Esempio n. 3
0
    public static void Interpret(IPEndPoint source, Message message, GameplayMessage gameplay)
    {
        NetworkCommon networkCommon = GameObject.FindObjectOfType <Network> ().NetworkCommon;

        if (networkCommon == null)
        {
            return;
        }

        Player[] players = GameObject.FindObjectsOfType <Player>();

        switch (gameplay.Message)
        {
        case GameplayMessage.MessageValue.MOVE:
            foreach (Player player in players)
            {
                if (player.ID == gameplay.PlayerID)
                {
                    player.Move(gameplay.MoveDelta, gameplay.OldPosition, !(networkCommon is NetworkServer));
                }
            }
            break;

        case GameplayMessage.MessageValue.ATTACK:
            foreach (Player player in players)
            {
                if (player.ID == gameplay.PlayerID)
                {
                    player.Attack();
                }
            }
            break;
        }
    }
Esempio n. 4
0
    public static void Send(GameplayMessage.MessageValue messageValue, int id, Vector2 delta, Vector3 originalPosition)
    {
        Network network = GameObject.FindObjectOfType <Network>();

        if (network == null)
        {
            return;
        }

        NetworkCommon networkCommon = network.NetworkCommon;

        if (networkCommon == null)
        {
            return;
        }

        Message m = createMessage(networkCommon.ID,
                                  1 - networkCommon.ID,
                                  messageValue,
                                  id,
                                  delta,
                                  originalPosition);

        if (networkCommon is NetworkClient)
        {
            (networkCommon as NetworkClient).Send(null, MessageTranslator.ToByteArray(m));
        }
        else
        {
            (networkCommon as NetworkServer).Broadcast(MessageTranslator.ToByteArray(m));
        }
    }
Esempio n. 5
0
    public void StartClient( string host, int port )
    {
        NetworkCommon = new NetworkClient( host, port );
        NetworkCommon.Receive( OnDataReceived );

        Invoke("ClientConnection", 0);
    }
Esempio n. 6
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 public void StartServer(int port)
 {
     NetworkCommon = new NetworkServer(port);
     NetworkCommon.Receive(OnDataReceived);
 }
Esempio n. 7
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 public void StartServer( int port )
 {
     NetworkCommon = new NetworkServer( port );
     NetworkCommon.Receive( OnDataReceived );
 }
Esempio n. 8
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 private void Server_OnClientRegistered(NetworkCommon.Client client)
 {
 }