Esempio n. 1
0
 private bool TryConnectToGameServer()
 {
     Game.WebData.UpdatePilotRanking(Game.DataEngine.LocalPlayer);
     var gameServerEndPoints = new AWEndPoint[0];
     try
     {
         gameServerEndPoints = _options.GameServerEndPoints.Select(str => AWEndPoint.Parse(str)).ToArray();
     }
     catch
     {
         ShowInfoDialog("Error in game server address.");
         return false;
     }
     Game.StartClient(gameServerEndPoints);
     Game.ShowConnectingToGameServerDialog(_options.GameServerName);
     return true;
 }
Esempio n. 2
0
 /// <summary>
 /// Turns this game instance into a game client by connecting to a game server.
 /// </summary>
 public void StartClient(AWEndPoint[] serverEndPoints)
 {
     if (NetworkMode != NetworkMode.Standalone)
         throw new InvalidOperationException("Cannot start client while in mode " + NetworkMode);
     NetworkMode = NetworkMode.Client;
     // Note: Clients are supposed to create teams only with local IDs (negative).
     // Remove existing teams because they have global IDs (positive).
     foreach (var spec in DataEngine.Spectators) spec.AssignTeam(null);
     DataEngine.RemoveEmptyTeams();
     RefreshGameSettings();
     IsClientAllowedToStartArena = false;
     try
     {
         NetworkEngine.StartClient(this, serverEndPoints, ConnectionResultOnClientCallback);
         foreach (var spectator in DataEngine.Spectators) spectator.ResetForClient();
     }
     catch (System.Net.Sockets.SocketException e)
     {
         Log.Write("Could not start client: " + e.Message);
         StopClient(null);
     }
 }
Esempio n. 3
0
 /// <summary>
 /// Turns this game instance into a game client by connecting to a game server.
 /// Poll <c>Connection.ConnectionResults</c> to find out when and if
 /// the connection was successfully estblished.
 /// </summary>
 public void StartClient(AssaultWing game, AWEndPoint[] serverEndPoints, Action<Result<Connection>> connectionHandler)
 {
     Log.Write("Client starts connecting");
     _startClientConnectionHandler = connectionHandler;
     Connection.Connect(game, serverEndPoints);
 }