public ClientManager(NetClient client) { m_client = client; m_responseListener = new ReliableEventResponseListener(ReleaseReliable); Network.AddListener(m_responseListener); }
IEnumerator CoroutineConnect(string serverIp, int myPort, int serverPort, System.Action callback = null) { Debug.Log("Connection try started"); Network.InitAsClient(serverIp, myPort, serverPort); while (Network.Client.ConnectionId < 0) { yield return(null); } yield return(null); if (callback != null) { callback(); } if (OnConnect != null) { OnConnect(this, Network.Client.ConnectionId); } Network.AddListener(new RespawnListener()); Debug.Log("Connected"); yield return(new WaitForSeconds(1.0f)); { var e = new SpawnRequestEvent(Network.Client.ConnectionId); Network.Client.Send(e); } }
public void Init() { if (!initialized) { m_listenerOfStates = new StateListener(this); m_shotListener = new ShotListener(this); Network.AddListener(m_listenerOfStates); Network.AddListener(m_shotListener); initialized = true; } }
public void Init() { m_inputListener = new ProperInputListener(this); m_spawnListener = new ProperPleaseSpawnListener(this); m_shotListener = new ProperShotListener(this); Network.AddListener(m_inputListener); Network.AddListener(m_spawnListener); Network.AddListener(m_shotListener); updateThread = new Thread(UpdateLoop); updateThread.Start(); }
static void Main(string[] args) { Network.Init(true); Network.AddListener(new TestInputLstener()); Console.WriteLine("SERVER APP Launched.\n=========="); while (true) { Thread.Sleep(16); Network.Server.ResendRemainingReliables(); } }
public ServerManager(NetServer server) { m_server = server; World = new World(); World.Init(); m_server.OnDisconnect += OnDisconnect; updateThread = new Thread(TimelyCheck); updateThread.Start(); m_responseListener = new ReliableEventResponseListener((int i) => { TryReleaseReliable(i); }); Network.AddListener(m_responseListener); }