Esempio n. 1
0
        // The client needs to do the sending to the server, because with reliability turned on, it needs to send all the commands until the server acks them
        public void SendCommandToServer(JUMPCommand c)
        {
            RaiseEventOptions options = new RaiseEventOptions();

            options.Receivers = ReceiverGroup.MasterClient;

            if (IsOfflinePlayMode)
            {
                // There is only one server in the offline scenario, let's call it directly!
                JUMPMultiplayer.GameServer.OnPhotonEventCall(c.CommandEventCode, c.CommandData, JUMPMultiplayer.PlayerID);
            }
            else
            {
                // Let's go via networking
                PhotonNetwork.RaiseEvent(c.CommandEventCode, c.CommandData, true, options);
            }
        }
Esempio n. 2
0
        // Server Engine
        internal void OnPhotonEventCall(byte eventCode, object content, int senderId)
        {
            // We are the server, hence, we are only processing events for the Master Client
            if (IsOfflinePlayMode || PhotonNetwork.isMasterClient)
            {
                if (eventCode == JUMPCommand_Connect.JUMPCommand_Connect_EventCode)
                {
                    JUMPCommand_Connect c = new JUMPCommand_Connect((object[])content);

                    // Set the player as connected
                    JUMPPlayer player = new JUMPPlayer();
                    player.PlayerID    = c.PlayerID;
                    player.IsConnected = true;
                    Players.Add(player);

                    int maxPlayerId = player.PlayerID;
                    // Add bots as players if offline
                    if (IsOfflinePlayMode)
                    {
                        Bots.ForEach(x =>
                        {
                            x.PlayerID    = ++maxPlayerId;
                            x.IsConnected = true;
                            Players.Add(x);
                        });
                    }

                    int connectedplayers = Players.Count(p => p.IsConnected);

                    // When all the players are connected, start the game.
                    if (connectedplayers == JUMPOptions.NumPlayers)
                    {
                        GameServerEngine.StartGame(Players);
                    }
                }
                else
                {
                    JUMPCommand c = GameServerEngine.CommandFromEvent(eventCode, content);
                    if (c != null)
                    {
                        GameServerEngine.ProcessCommand(c);
                    }
                }
            }
        }