public NPCManager(IServerNetworking unityServer) { allNPCs = new List <ServerNPC>(); newNPCs = new List <ServerNPC>(); newNPCLock = new object(); this.networking = unityServer; }
public override void Init(int entityId, IServerNetworking unityServer) { base.Init(entityId, unityServer); unityServer.AddListener <PlayerSaveStatePacket>(entityId, SaveStatePacket); unityServer.AddListener <UpdatePlayerSaveStatePacket>(entityId, UpdateSaveStatePacket); unityServer.AddListener <Combat_AttackRequest>(entityId, AttackRequestPacket); unityServer.AddListener <ProfileCreateCharacterResponse>(entityId, CreateCharacterResponsePacket); unityServer.AddListener <WorldEntityPacket>(entityId, WorldEntityPacketReceived); }
public PlayerManager(IServerNetworking unityServer) { createdPlayers = new Dictionary <int, ServerPlayer>(); ServerSettings settings = Resources.Load <ServerSettings>("ServerSettings"); defaultSaveState = settings.saveState.text; playerPrefab = settings.playerPrefab; networking = unityServer; networking.OnClientConnected += NetworkInterface_OnClientConnected; networking.OnClientDisconnected += GameServer_OnClientDisconnected; }
public override void Init(int entityId, IServerNetworking unityServer) { base.Init(entityId, unityServer); //HACK: Remove once we have everything in states OnSendState += (server, destPlayer, frameIdLastUpdated) => { if (frameIdLastUpdated != NetworkConstants.BeforeStartOfGameFrameId && IsDirty) { SendPositionAndRotationData(destPlayer); } }; }
/// <summary> /// Replacement constructor. /// You MUST call base.Init when overriding. /// </summary> public virtual void Init(int entityId, IServerNetworking unityServer) { this.EntityId = entityId; this.Server = unityServer; // HACK: Remove this when we refactor everything to use states OnSendState += (server, destPlayer, frameIdLastUpdated) => { if (frameIdLastUpdated == NetworkConstants.BeforeStartOfGameFrameId) { SendInitData(destPlayer); } }; }