private static void ServerReceive(NetworkMessage netMsg) { LobbyEventMessage lobbyEventMessage = netMsg.ReadMessage <LobbyEventMessage>(); //Debug.LogFormat("LobbyEventMessenger.ServerReceive: {0}", lobbyEventMessage); OnServerEvent(lobbyEventMessage.ev); OnServerMessage(lobbyEventMessage); }
/// <summary> /// Keep in mind Server is also an Client /// </summary> private static void ClientReceive(NetworkMessage netMsg) { LobbyEventMessage lobbyEventMessage = netMsg.ReadMessage <LobbyEventMessage>(); //Debug.LogFormat("LobbyEventMessenger.ClientReceive: {0}", lobbyEventMessage); if (lobbyEventMessage.ev == Event.Sync_PlayerListToClients) { players = JsonConvert.DeserializeObject <List <LobbyPlayer> >(lobbyEventMessage.data); OnPlayerListUpdated(players); } else if (lobbyEventMessage.ev == Event.ServerStartedGame || lobbyEventMessage.ev == Event.ClientConnectionResponse_GameAlreadyStarted) { hasGameStarted = true; } OnClientEvent(lobbyEventMessage.ev); OnClientMessage(lobbyEventMessage); }
public static void SendToAll(LobbyEventMessage lobbyEventMessage) { NetworkServer.SendToAll(MsgType(), lobbyEventMessage); }
public static void SendToClient(NetworkConnection conn, LobbyEventMessage lobbyEventMessage) { //Debug.LogFormat("LobbyEventMessenger.SendToClient {0}: {1}", conn.connectionId, lobbyEventMessage); NetworkServer.SendToClient(conn.connectionId, MsgType(), lobbyEventMessage); }
public static void SendToServer(LobbyEventMessage lobbyEventMessage) { //Debug.LogFormat("LobbyEventMessenger.SendToServer: {0}", lobbyEventMessage); client.Send(MsgType(), lobbyEventMessage); }