Esempio n. 1
0
    /// <summary>
    /// Active state, level loaded
    /// </summary>
    void EnterActiveState()
    {
        GameDebug.Assert(m_serverGameWorld == null);

        m_GameWorld.RegisterSceneEntities();

        m_ServerQueryProtocolServer.ServerInfoData.Map = Game.game.levelManager.currentLevel.name;

        m_resourceSystem = new BundledResourceManager("BundledResources/Server");

        m_NetworkServer.InitializeMap((ref NetworkWriter data) =>
        {
            data.WriteString("name", Game.game.levelManager.currentLevel.name);
        });

        m_serverGameWorld = new ServerGameWorld(m_GameWorld, m_NetworkServer, m_Clients, m_ChatSystem, m_resourceSystem);
        foreach (var pair in m_Clients)
        {
            m_serverGameWorld.HandleClientConnect(pair.Value);
        }

#if USE_UNET
        //m_ServerBroadcast.gameInfo.levelname = Game.game.levelManager.currentLevel.name;
        //m_ServerBroadcast.gameInfo.gamemode = "Deathmatch";
        //m_ServerBroadcast.UpdateGameInfo();
#endif
    }
Esempio n. 2
0
    /// <summary>
    /// Active state, level loaded
    /// </summary>
    void EnterActiveState()
    {
        GameDebug.Assert(m_serverGameWorld == null);

        m_GameWorld.RegisterSceneEntities();

        m_resourceSystem = new BundledResourceManager(m_GameWorld, "BundledResources/Server");

        m_NetworkServer.InitializeMap((ref NetworkWriter data) =>
        {
            data.WriteString("name", Game.game.levelManager.currentLevel.name);
        });

        m_serverGameWorld = new ServerGameWorld(m_GameWorld, m_NetworkServer, m_Clients, m_ChatSystem, m_resourceSystem);
        foreach (var pair in m_Clients)
        {
            m_serverGameWorld.HandleClientConnect(pair.Value);
        }
    }
Esempio n. 3
0
    private void EnterActiveState()
    {
        GameDebug.Assert(_serverGameWorld == null);

        _gameWorld.RegisterSceneEntities();

        m_resourceSystem = new BundledResourceManager(_gameWorld, "BundledResources/Server");

        _serverGameWorld = new ServerGameWorld(_gameWorld, m_resourceSystem, m_Clients, _networkServer);

        _networkServer.InitializeMap((ref NetworkWriter data) => {
            data.WriteString("name", "testscene");
        });

        m_nextTickTime = Game.frameTime;

        foreach (var pair in m_Clients)
        {
            _serverGameWorld.HandleClientConnect(pair.Value);
        }
    }