void RegisterClientMessages(INetworkConnection connection) { connection.RegisterHandler <SceneMessage>(ClientSceneMessage); if (!client.IsLocalClient) { connection.RegisterHandler <SceneReadyMessage>(ClientSceneReadyMessage); connection.RegisterHandler <NotReadyMessage>(ClientNotReadyMessage); } }
public IEnumerator RegisterMessage1() { Action <WovenTestMessage> func = Substitute.For <Action <WovenTestMessage> >(); connectionToClient.RegisterHandler(func); connectionToServer.Send(message); yield return(null); func.Received().Invoke( Arg.Is <WovenTestMessage>(msg => msg.Equals(message) )); }
internal void RegisterMessageHandlers(INetworkConnection connection) { connection.RegisterHandler <ObjectDestroyMessage>(OnObjectDestroy); connection.RegisterHandler <ObjectHideMessage>(OnObjectHide); connection.RegisterHandler <NetworkPongMessage>(Time.OnClientPong); connection.RegisterHandler <SpawnMessage>(OnSpawn); connection.RegisterHandler <ObjectSpawnStartedMessage>(OnObjectSpawnStarted); connection.RegisterHandler <ObjectSpawnFinishedMessage>(OnObjectSpawnFinished); connection.RegisterHandler <UpdateVarsMessage>(OnUpdateVarsMessage); connection.RegisterHandler <RpcMessage>(OnRpcMessage); connection.RegisterHandler <SyncEventMessage>(OnSyncEventMessage); }
public IEnumerator SendToAll() { Action <WovenTestMessage> func = Substitute.For <Action <WovenTestMessage> >(); connectionToServer.RegisterHandler(func); server.SendToAll(message); _ = connectionToServer.ProcessMessagesAsync(); yield return(null); func.Received().Invoke( Arg.Is <WovenTestMessage>(msg => msg.Equals(message) )); }
public override void OnClientAuthenticate(INetworkConnection conn) { conn.RegisterHandler <AcceptPasswordMessage>(AcceptPasswordMessageHandler); conn.Send(new PasswordMessage() { password = authPassword }); }
internal void RegisterHostHandlers(INetworkConnection connection) { connection.RegisterHandler <ObjectDestroyMessage>(OnHostClientObjectDestroy); connection.RegisterHandler <ObjectHideMessage>(OnHostClientObjectHide); connection.RegisterHandler <NetworkPongMessage>(msg => { }); connection.RegisterHandler <SpawnMessage>(OnHostClientSpawn); // host mode reuses objects in the server // so we don't need to spawn them connection.RegisterHandler <ObjectSpawnStartedMessage>(msg => { }); connection.RegisterHandler <ObjectSpawnFinishedMessage>(msg => { }); connection.RegisterHandler <UpdateVarsMessage>(msg => { }); connection.RegisterHandler <RpcMessage>(OnRpcMessage); connection.RegisterHandler <SyncEventMessage>(OnSyncEventMessage); }
/// <summary> /// <para>This accepts a network connection and adds it to the server.</para> /// <para>This connection will use the callbacks registered with the server.</para> /// </summary> /// <param name="conn">Network connection to add.</param> public void AddConnection(INetworkConnection conn) { if (!connections.Contains(conn)) { // connection cannot be null here or conn.connectionId // would throw NRE connections.Add(conn); conn.RegisterHandler <NetworkPingMessage>(Time.OnServerPing); } }
public override void OnClientAuthenticate(INetworkConnection conn) { conn.RegisterHandler <AuthResponseMessage>(OnAuthResponseMessage); var authRequestMessage = new AuthRequestMessage { AuthUsername = Username, AuthPassword = Password }; conn.Send(authRequestMessage); }
public void OnServerAuthenticated(INetworkConnection conn) { conn.RegisterHandler <CreatePlayerMessage>(OnCreatePlayer); }
internal void RegisterMessageHandlers(INetworkConnection connection) { connection.RegisterHandler <ReadyMessage>(OnClientReadyMessage); connection.RegisterHandler <ServerRpcMessage>(OnServerRpcMessage); }
private void OnServerAuthenticated(INetworkConnection connection) { // wait for client to send us an AddPlayerMessage connection.RegisterHandler <AddPlayerMessage>(OnServerAddPlayerInternal); }
internal void RegisterMessageHandlers(INetworkConnection connection) { connection.RegisterHandler <ReadyMessage>(OnClientReadyMessage); connection.RegisterHandler <CommandMessage>(OnCommandMessage); connection.RegisterHandler <RemovePlayerMessage>(OnRemovePlayerMessage); }
public override void OnServerAuthenticate(INetworkConnection conn) { // wait for AuthRequestMessage from client conn.RegisterHandler <AuthRequestMessage>(OnAuthRequestMessage); }
void OnServerConnected(INetworkConnection conn) { conn.RegisterHandler <string>(MsgReceived); }
void RegisterClientMessages(INetworkConnection connection) { connection.RegisterHandler <NotReadyMessage>(OnClientNotReadyMessageInternal); connection.RegisterHandler <SceneMessage>(OnClientSceneInternal); }
void RegisterServerMessages(INetworkConnection connection) { connection.RegisterHandler <ReadyMessage>(OnServerReadyMessageInternal); connection.RegisterHandler <RemovePlayerMessage>(OnServerRemovePlayerMessageInternal); }
public override void OnServerAuthenticate(INetworkConnection conn) { conn.RegisterHandler <PasswordMessage>(PasswordMessageHandler); UniTask.Create(() => DisconnectLate(conn, 10f)); }
public override void OnServerConnect(INetworkConnection conn) { conn.RegisterHandler <CreatePlayerMessage>(OnCreatePlayer); }