private void sendEndMessageToClient() { string jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("end", scoreboardToString(serverScoreList))); NetworkMessageBase clientMessage = new NetworkMessageBase(jsonPlayerList); NetworkServer.SendToAll(1337, clientMessage); }
private void syncPlayerLists() { string jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("player list", clientManager.getClientPlayerList().ToArray())); NetworkMessageBase clientMessage = new NetworkMessageBase(jsonPlayerList); NetworkServer.SendToAll(1337, clientMessage); }
private void sendWinnerMessageToClient(string ip, int objective) { string jsonPlayerList = JsonUtility.ToJson(new NetworkInstanceVars("winner", serverPlayerList[ip], objective)); NetworkMessageBase clientMessage = new NetworkMessageBase(jsonPlayerList); NetworkServer.SendToAll(1337, clientMessage); }
public static bool SendNetworkMsg(this NetMQSocket socket, NetworkMessageBase message, uint timeoutMilliSeconds = GlobalConstants.StandardSendingTimeout) { var encodedMessage = NetworkMessageCoding.Encode(message); var outMsg = new Msg(); outMsg.InitPool(Encoding.GetByteCount(encodedMessage)); Encoding.GetBytes(encodedMessage, 0, encodedMessage.Length, outMsg.Data, 0); bool sendSuccessful; try { sendSuccessful = socket.TrySend(ref outMsg, TimeSpan.FromMilliseconds(timeoutMilliSeconds), false); Debug.WriteLine("[T >>>] " + encodedMessage); } catch (Exception) { sendSuccessful = false; } outMsg.Close(); return(sendSuccessful); }
public void startRound() { int objective = Random.Range(0, objectiveCount - 1); //random (range is het aantal npc's) //TODO: move this shit if (first) //Init scoreboard { foreach (KeyValuePair <string, string> player in serverPlayerList) { serverScoreList.Add(player.Key, 0); } first = false; } NetworkMessageBase clientMessage = new NetworkMessageBase(JsonUtility.ToJson(new NetworkInstanceVars("start", objective))); NetworkServer.SendToAll(1337, clientMessage); }