public Runmode(ILoggerFactory loggerFactory, BaseConfig baseConfig, Func <RunmodeConfig> configLoader) { RunmodeConfig runmodeConfig = configLoader(); _logger = loggerFactory.CreateLogger <Runmode>(); _stopToken = new StopToken(); Setups.Databases repos = Setups.SetUpRepositories(_logger, baseConfig); (_broadcastServer, _overlayConnection) = Setups.SetUpOverlayServer(loggerFactory); _modeBase = new ModeBase(loggerFactory, repos, baseConfig, _stopToken, _overlayConnection, ProcessMessage); _modeBase.InstallAdditionalCommand(new Command("reloadinputconfig", _ => { ReloadConfig(configLoader().InputConfig); return(Task.FromResult(new CommandResult { Response = "input config reloaded" })); })); // TODO felk: this feels a bit messy the way it is done right now, // but I am unsure yet how I'd integrate the individual parts in a cleaner way. InputConfig inputConfig = runmodeConfig.InputConfig; _inputParser = inputConfig.ButtonsProfile.ToInputParser(); _inputBufferQueue = new InputBufferQueue <QueuedInput>(CreateBufferConfig(inputConfig)); _anarchyInputFeed = CreateInputFeedFromConfig(inputConfig); _inputServer = new InputServer(loggerFactory.CreateLogger <InputServer>(), runmodeConfig.InputServerHost, runmodeConfig.InputServerPort, _anarchyInputFeed); }
protected void OpenInputServer() { if (!IsSupportNetInput) { return; } if (inputServer == null) { inputServer = new InputServer(netInputPort, supportPlayers, netInputGameName, netInputDevice, netInputDeviceFunction); } inputServer.Start(); }
/** * Class constructor */ public Client(TransportClient transport, IClientListener clientListener) { this.clientListener = clientListener; dispatcher = new ChannelDispatcher(); transport.SetChannelDispatcher(dispatcher); surfaceServer = new SurfaceServer(transport, this); dispatcher.RegisterChannel(surfaceServer); sessionServer = new SessionServer(transport, this); dispatcher.RegisterChannel(sessionServer); inputServer = new InputServer(transport, this); dispatcher.RegisterChannel(inputServer); transport.StartThread(); dispatcher.OnConnect(); }
void Awake() { _instance = this; Input.simulateMouseWithTouches = true; }