void OnUpdateRunning(int current_time_int) { current_time_int -= m_state_start_time; int delta_ms = current_time_int - m_last_update_time; if (delta_ms < 0) { return; } m_sync_client.Update(current_time_int); List <Command> commands = m_sync_client.GetOutputCommands(); if (commands.Count > 0) { NetworkMessages_SyncCommands msg = new NetworkMessages_SyncCommands(); msg.PlayerPstid = m_local_player_pstid; for (int i = 0; i < commands.Count; ++i) { msg.AddCommand(commands[i]); } m_network.SendToServer(msg); m_sync_client.ClearOutputCommand(); } m_render_world.OnUpdate(delta_ms, current_time_int); m_last_update_time = current_time_int; }
public void OnUpdate(int current_time_int) { if (m_state != TestCombatServerState.Running) { return; } int current_time = current_time_int - m_start_time; int delta_ms = current_time - m_last_update_time; if (delta_ms < 0) { return; } m_sync_server.Update(current_time); List <Command> commands = m_sync_server.GetOutputCommands(); if (commands.Count > 0) { NetworkMessages_SyncCommands msg = new NetworkMessages_SyncCommands(); for (int i = 0; i < commands.Count; ++i) { msg.AddCommand(commands[i]); } m_network.SendToClient(msg); m_sync_server.ClearOutputCommand(); } m_last_update_time = current_time; }
public void OnNetworkMessage_SyncCommands(NetworkMessages_SyncCommands msg) { List <Command> commands = msg.m_commands; for (int i = 0; i < commands.Count; ++i) { m_combat_client.GetSyncClient().PushServerCommand(commands[i]); } }
void OnUpdateGameOver(int current_time_int) { m_sync_client.Stop(); List <Command> commands = m_sync_client.GetOutputCommands(); if (commands.Count > 0) { NetworkMessages_SyncCommands msg = new NetworkMessages_SyncCommands(); msg.PlayerPstid = m_local_player_pstid; for (int i = 0; i < commands.Count; ++i) { msg.AddCommand(commands[i]); } m_network.SendToServer(msg); m_sync_client.ClearOutputCommand(); } m_state = TestCombatClientState.Ending; NetworkMessages_GameOver msg2 = new NetworkMessages_GameOver(); msg2.PlayerPstid = m_local_player_pstid; msg2.m_crc = m_logic_world.GetCRC(); m_network.SendToServer(msg2); }