void Start() { BloodAndBileEngine.Networking.NetworkSocket.Initialise(25000, 500); BloodAndBileEngine.NetworkCommandManager.Initialize(); MasterServerConnectionModule masterServerConnection = new MasterServerConnectionModule(); PlayersManagerModule playersManager = new PlayersManagerModule(); MatchesManagerModule matchesModule = new MatchesManagerModule(playersManager); PlayerControlManager = new BloodAndBileEngine.PlayerControlCommandManager(); PlayerControlManager.SetExecuteLocally(); Modules = new IMatchServerModule[] // Initialisation des modules du Match Server. { masterServerConnection, playersManager, matchesModule }; foreach (IMatchServerModule mod in Modules) { mod.Initialise(); } //Initialisation de la mémoire des entités TODO : déplacer ça dans un fichier plus pertinent. BloodAndBileEngine.EntitiesManager.Initialise(); Activate(); }
public void Initialise() { ConnectedPlayers = new Dictionary <int, string>(); NetworkHandlers = new HandlersManager(); MatchmakingQueue = new List <int>(); PlayerControlManager = new BloodAndBileEngine.PlayerControlCommandManager(); PlayerControlManager.SetExecuteLocally(); }
void Start() { NetworkSocket.Initialise(25001, 500); // Initialise un socket au port 25000 avec 500 connexions au max. InitialiseModules(); Activate(); BloodAndBileEngine.NetworkCommandManager.Initialize(); InputHandlers = new BloodAndBileEngine.InputHandlersManager(); InputHandlers.Add("Activate", (object[] parameters) => Activate()); InputHandlers.Add("Deactivate", (object[] parameters) => Deactivate()); PlayerControlManager = new BloodAndBileEngine.PlayerControlCommandManager(); PlayerControlManager.SetExecuteLocally(); }