internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); SetReplicationLayer(new MyReplicationClient(this, CreateClientState())); syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy); syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync); syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate); syncLayer.TransportLayer.Register(MyMessageId.JOIN_RESULT, OnJoinResult); syncLayer.TransportLayer.Register(MyMessageId.WORLD_DATA, OnWorldData); syncLayer.TransportLayer.Register(MyMessageId.WORLD_BATTLE_DATA, OnWorldBattleData); syncLayer.TransportLayer.Register(MyMessageId.CLIENT_CONNNECTED, OnClientConnected); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }
internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request); RegisterControlMessage <ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage); RegisterControlMessage <ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData); RegisterControlMessage <JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined); RegisterControlMessage <ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData); SyncLayer.RegisterMessageImmediate <ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.Any); SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.Any); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }
internal MyDedicatedServerBattle(IPEndPoint serverEndpoint) : base(new MySyncLayer(new MyTransportLayer(MyMultiplayer.GameEventChannel))) { Initialize(serverEndpoint); GameMode = MyGameModeEnum.Survival; m_battleData = new MyMultiplayerBattleData(this); }
internal MyDedicatedServerBattle(IPEndPoint serverEndpoint) : base(new MySyncLayer(new MyTransportLayer(MyMultiplayer.GameEventChannel))) { RegisterControlMessage <ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData, MyMessagePermissions.FromServer); RegisterControlMessage <JoinResultMsg>(MyControlMessageEnum.JoinResult, OnJoinResult, MyMessagePermissions.FromServer); Initialize(serverEndpoint); GameMode = MyGameModeEnum.Survival; m_battleData = new MyMultiplayerBattleData(this); }
internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); SetReplicationLayer(new MyReplicationClient(this, CreateClientState())); syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy); syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync); syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate); //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request); RegisterControlMessage <ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); RegisterControlMessage <ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData, MyMessagePermissions.FromServer); RegisterControlMessage <JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined, MyMessagePermissions.FromServer); RegisterControlMessage <ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData, MyMessagePermissions.FromServer); SyncLayer.RegisterMessageImmediate <ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }
internal MyDedicatedServerBattle(IPEndPoint serverEndpoint) : base(new MySyncLayer(new MyTransportLayer(MyMultiplayer.GameEventChannel))) { RegisterControlMessage<ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData, MyMessagePermissions.FromServer); RegisterControlMessage<JoinResultMsg>(MyControlMessageEnum.JoinResult, OnJoinResult, MyMessagePermissions.FromServer); Initialize(serverEndpoint); GameMode = MyGameModeEnum.Survival; m_battleData = new MyMultiplayerBattleData(this); }
internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); SetReplicationLayer(new MyReplicationClient(this, CreateClientState())); syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy); syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync); syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate); syncLayer.TransportLayer.Register(MyMessageId.JOIN_RESULT, OnJoinResult); syncLayer.TransportLayer.Register(MyMessageId.WORLD_DATA, OnWorldData); syncLayer.TransportLayer.Register(MyMessageId.WORLD_BATTLE_DATA, OnWorldBattleData); syncLayer.TransportLayer.Register(MyMessageId.CLIENT_CONNNECTED,OnClientConnected); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }
internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request); RegisterControlMessage<ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage); RegisterControlMessage<ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData); RegisterControlMessage<JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined); RegisterControlMessage<ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData); SyncLayer.RegisterMessageImmediate<ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.Any); SyncLayer.RegisterMessageImmediate<AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.Any); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }
internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer) : base(syncLayer) { m_membersCollection = new MemberCollection(m_members); Server = server; ServerId = server.SteamID; SyncLayer.TransportLayer.IsBuffering = true; SyncLayer.RegisterClientEvents(this); SetReplicationLayer(new MyReplicationClient(this, CreateClientState())); syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy); syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync); syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent); syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate); //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request); //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request); RegisterControlMessage<ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); RegisterControlMessage<ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData, MyMessagePermissions.FromServer); RegisterControlMessage<JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined, MyMessagePermissions.FromServer); RegisterControlMessage<ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData, MyMessagePermissions.FromServer); SyncLayer.RegisterMessageImmediate<ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); SyncLayer.RegisterMessageImmediate<AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer); ClientJoined += MyMultiplayerClient_ClientJoined; ClientLeft += MyMultiplayerClient_ClientLeft; HostLeft += MyMultiplayerClient_HostLeft; Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed; Peer2Peer.SessionRequest += Peer2Peer_SessionRequest; m_battleData = new MyMultiplayerBattleData(this); }