예제 #1
0
 public static void OnDisconnected()
 {
     DisableOnConnectedState.connectedStatus = false;
     UnityEngine.Object[] objArray = Resources.FindObjectsOfTypeAll(typeof(DisableOnConnectedState));
     for (int i = 0; i < (int)objArray.Length; i++)
     {
         DisableOnConnectedState disableOnConnectedState = (DisableOnConnectedState)objArray[i];
         if (disableOnConnectedState.gameObject == null)
         {
             return;
         }
         disableOnConnectedState.DoOnDisconnected();
     }
 }
예제 #2
0
 private void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection netDisconnect)
 {
     if (this.levelLoader)
     {
         UnityEngine.Object.Destroy(this.levelLoader);
     }
     try
     {
         DisableOnConnectedState.OnDisconnected();
     }
     finally
     {
         UnityEngine.Object.Destroy(base.gameObject);
     }
 }
예제 #3
0
 private void uLink_OnFailedToConnect(NetworkConnectionError ulink_error)
 {
     this.LogDisconnect(ulink_error.ToNetError(), null);
     DisableOnConnectedState.OnDisconnected();
     ConsoleSystem.Run("gameui.show", false);
     this.LoadBackground();
     if (ulink_error.ToNetError() != NetError.NoError)
     {
         this.ShowInformation("Failed to connect (" + ulink_error.ToNetError().ToString() + ")");
     }
     else
     {
         this.ShowInformation("Failed to connect.");
     }
     LoadingScreen.Hide();
 }
예제 #4
0
    private void uLink_OnDisconnectedFromServer(NetworkDisconnection netDisconnect)
    {
        NetError lastKickReason = ServerManagement.GetLastKickReason(true);

        this.LogDisconnect(lastKickReason, new NetworkDisconnection?(netDisconnect));
        DisableOnConnectedState.OnDisconnected();
        ConsoleSystem.Run("gameui.show", false);
        this.LoadBackground();
        if (lastKickReason != NetError.NoError)
        {
            this.ShowInformation("Disconnected (" + lastKickReason.NiceString() + ")");
        }
        else
        {
            this.ShowInformation("Disconnected from server.");
        }
        LoadingScreen.Hide();
    }
예제 #5
0
    private void uLink_OnConnectedToServer()
    {
        LoadingScreen.Update("connected!");
        uLink.BitStream bitStream = new uLink.BitStream((byte[])NetCull.approvalData.ReadObject(typeof(byte[]).TypeHandle, new object[0]), false);
        string          str       = bitStream.ReadString();

        NetCull.sendRate = bitStream.ReadSingle();
        string str1 = bitStream.ReadString();

        bitStream.ReadBoolean();
        bitStream.ReadBoolean();
        if (bitStream.bytesRemaining > 8)
        {
            ulong num = bitStream.ReadUInt64();
            SteamClient.SteamUser_AdvertiseGame(num, bitStream.ReadUInt32(), bitStream.ReadInt32());
        }
        UnityEngine.Debug.Log(string.Concat("Server Name: \"", str1, "\""));
        UnityEngine.Debug.Log(string.Concat("Level Name: \"", str, "\""));
        UnityEngine.Debug.Log(string.Concat("Send Rate: ", NetCull.sendRate));
        NetCull.isMessageQueueRunning = false;
        base.StartCoroutine(this.LoadLevel(str));
        DisableOnConnectedState.OnConnected();
    }
예제 #6
0
 private void uLink_OnFailedToConnect(uLink.NetworkConnectionError ulink_error)
 {
     if (this.levelLoader)
     {
         UnityEngine.Object.Destroy(this.levelLoader);
     }
     if (!MainMenu.singleton)
     {
         NetError netError = ulink_error.ToNetError();
         if (netError != NetError.NoError)
         {
             UnityEngine.Debug.LogError(netError.NiceString());
         }
     }
     try
     {
         DisableOnConnectedState.OnDisconnected();
     }
     finally
     {
         UnityEngine.Object.Destroy(base.gameObject);
     }
 }