public void SendUnityGameMessage(UnityGameMessage unityGameMessage) { unityGameMessage.playerId = NetworkSettings.instance.username; ClientMessage clientMessage = new ClientMessage(); clientMessage.unityGameMessage = unityGameMessage; ActorSystem.instance.client.Send(Serialize(clientMessage)); }
public AsyncUdpClient(string host, int port, string _playerId, int authtoken, bool measure=false) { playerId = _playerId; this.authtoken = authtoken; this.host = host; this.port = port; clientMessage = CreateClientMessage (); receivedPlayerConnected = false; }
public ClientMessage CreateClientMessage() { Player player = new Player(); player.id = playerId; player.authtoken = authtoken; ClientMessage clientMessage = new ClientMessage (); clientMessage.connection_type = connectionType; clientMessage.player = player; return clientMessage; }
private byte[] Serialize(ClientMessage message) { MemoryStream stream = new MemoryStream(); Serializer.Serialize(stream, message); return stream.ToArray(); }