protected override void Awake() { base.Awake(); // Create room client connection roomServerConnection = Mst.Create.ClientSocket(); // Listen toconnection statuses roomServerConnection.AddConnectionListener(OnClientConnectedToRoomServer, false); roomServerConnection.AddDisconnectionListener(OnClientDisconnectedFromRoomServer, false); // If master IP is provided via cmd arguments if (Mst.Args.IsProvided(Mst.Args.Names.MasterIp)) { masterIp = Mst.Args.MasterIp; } // If master port is provided via cmd arguments if (Mst.Args.IsProvided(Mst.Args.Names.MasterPort)) { masterPort = Mst.Args.MasterPort; } // Set the scene that player will be sent to is disconnected from server if (Mst.Options.Has(MstDictKeys.roomOfflineSceneName)) { offlineScene = Mst.Options.AsString(MstDictKeys.roomOfflineSceneName); } }
protected virtual void Start() { Logger.LogLevel = LogLevel; SpawnerController.Logger.LogLevel = SpawnControllerLogLevel; _connection = GetConnection(); // Subscribe to connection event _connection.AddConnectionListener(OnConnectedToMaster, true); }
private void Awake() { Logs.Logger.LogLevel = GlobalLogsLevel; Logger.LogLevel = BootstrapperLogLevel; _connection = Msf.Connection; // Subscribe to connection event _connection.AddConnectionListener(OnConnectedToMaster, true); if (EnableSceneLoading && // If scene loading is enabled !OnlyAfterConnected && // and not just after connecting Msf.Args.IsProvided(Msf.Args.Names.LoadScene) && // and argument is provided SceneManager.GetActiveScene().name != Msf.Args.LoadScene) // and current scene is not the one we need { SceneManager.LoadScene(Msf.Args.LoadScene); } }
/// <summary> /// Changes the connection object, and sets all of the message handlers of this object /// to new connection. /// </summary> /// <param name="socket"></param> public void ChangeConnection(IClientSocket socket) { // Clear just connection but not handlers ClearConnection(false); // Change connections Connection = socket; // Override packet handlers foreach (var packetHandler in handlers.Values) { socket.SetHandler(packetHandler); } Connection.OnStatusChangedEvent += OnConnectionStatusChanged; OnConnectionSocketChanged(Connection); Connection.AddConnectionListener(OnClientConnectedToServer, false); Connection.AddDisconnectionListener(OnClientDisconnectedFromServer, false); }