public DotaGame(DotaGameState state, DotaGameConnection connection) { this.state = state; this.connection = connection; entityUpdater = new EntityUpdater(state); stringTableUpdater = new StringTableUpdater(); }
/// <summary> /// Init a new game connect session. /// </summary> /// <param name="deets"></param> /// <param name="toArray"></param> /// <param name="poolBuilder">Pool builder</param> internal DotaGameSession(DOTAConnectDetails deets, IDotaGameController[] controllers, DotaEntityPool.Builder poolBuilder) { _details = deets; Running = false; _gameState = new DotaGameState(deets); _gameState.EntityPool = poolBuilder.Build(_gameState); _connection = null; Controllers = controllers; }
/// <summary> /// Initialize the signon handler. /// </summary> /// <param name="state"></param> /// <param name="connection"></param> public DotaSignon(DotaGameState state, DotaGameConnection connection, DOTAConnectDetails details) { this.state = state; this.details = details; this.connection = connection; entityUpdater = new EntityUpdater(state); sendTableFlattener = new SendTableFlattener(); stringTableUpdater = new StringTableUpdater(); }
public DotaHandshake( DOTAConnectDetails details, DotaGameState state, DotaGameConnection connection) { this.details = details; this.connection = connection; this.state = state; client_challenge = (uint) new Random().Next(); }
public UserCmdGenerator(DotaGameState state, DotaGameConnection connection) { this.state = state; this.connection = connection; backup = new List<UserCmd>(); next = new List<UserCmd>(); commandNumber = 0; orderNumber = 0; }
public EntityUpdater(DotaGameState state) { this.state = state; unpacker = new PropertyValueUnpacker(); }
/// <summary> /// Initialize the controller as the client begins to connect. /// </summary> /// <param name="id">Steam ID</param> /// <param name="state">Emulated DOTA game client state</param> /// <param name="commander">Command generator</param> public void Initialize(ulong id, DotaGameState state, IDotaGameCommander commander) { _steamId = id; _state = state; _commander = commander; }