public LobbyManager(ClientMessaging clientMessaging, ConnectedPlayers connectedPlayers) { _clientMessaging = clientMessaging; _clientMessaging.RegisterMessaging((short)NetworkMessages.OpenScene, OpenScene); _clientMessaging.RegisterMessaging((short)NetworkMessages.StartGame, StartGameClient); SetupPlayers(connectedPlayers); }
public ClientConnectedPlayers(ClientMessaging clientMessaging, string name) : base(name) { _clientMessaging = clientMessaging; _clientMessaging.RegisterMessaging((short)NetworkMessages.GetPlayerFromClient, SendPlayerBack); _clientMessaging.RegisterMessaging((short)NetworkMessages.AddPlayerOnClient, AddPlayerClient); _clientMessaging.RegisterMessaging((short)NetworkMessages.RemovePlayerOnClient, RemovePlayerClient); _clientMessaging.RegisterMessaging((short)NetworkMessages.UpdatePlayerOnClient, UpdatePlayerClient); }
public static User GetUser(string username) { ClientMessaging clientMessaging = new ClientMessaging("user_queue"); var request = new Dictionary <string, object> { { "Username", username } }; var response = clientMessaging.Send(request); if (!response.ContainsKey("user")) { clientMessaging.Close(); throw new Exception(response.ContainsKey("error") ? (string)response["error"] : "Error occured"); } User user = JsonConvert.DeserializeObject <User>((string)response["user"]); clientMessaging.Close(); return(user); }
public static Bill CreateBill(User user, IEnumerable <ItemLine> lines) { ClientMessaging _clientMessaging = new ClientMessaging("bill_queue"); List <BillLine> billLines = new List <BillLine>(); foreach (ItemLine line in lines) { var billline = new BillLine(line.Item, line.Quantity); billLines.Add(billline); } var request = new Dictionary <string, object> { { "user", JsonConvert.SerializeObject(user) }, { "products", JsonConvert.SerializeObject(billLines) } }; var response = _clientMessaging.Send(request); var bill = JsonConvert.DeserializeObject <Bill>((string)response["bill"]); _clientMessaging.Close(); return(bill); }
public override void OnStartClient(NetworkClient client) { base.OnStartClient(client); Debug.Log("Client Started"); if (OnClientStarted != null) { OnClientStarted(); } _clientMessaging = new ClientMessaging(client, this); if (!NetworkServer.active) { Players = new ClientConnectedPlayers(_clientMessaging, _userName); } if (this.client.connection == null) { StartCoroutine(WaitConnection()); } else { Players.SetClient(this.client); } }
public StockManager() { _clientMessaging = new ClientMessaging("stock_queue"); }