/* * send a message to the server so that they now we are in */ private void CallServerReady() { networkedScene.state.Text = "notifying server..."; var message = networkService.CreateClientMessage(); message.Write(START); message.Write(networkService.ClientIdentifier); networkService.SendToServer(message, DeliveryMethod.ReliableOrdered); }
private void Change(int type, bool next) { var message = networkService.CreateClientMessage(); message.Write(NetworkedScene.CHANGE_PLAYER); message.Write(networkService.ClientIdentifier); message.Write(type); message.Write(next); networkService.SendToServer(message, DeliveryMethod.ReliableOrdered); }
public void Destroy() { if (!IsDestroyed()) { NetworkService networkService = (Owner.Scene as NetworkedScene).networkService; var message = networkService.CreateClientMessage(); message.Write(NetworkedScene.DESTROY_WO); message.Write(Owner.Name); networkService.SendToServer(message, WaveEngine.Networking.Messages.DeliveryMethod.ReliableOrdered); } }
private void SendCommand(ActionBehavior act, WorldObject wo, bool store) { if (selectedWO != null && !selectedWO.IsDestroyed() && wo != null && !wo.IsDestroyed()) { var message = networkService.CreateClientMessage(); message.Write(NetworkedScene.WO_ACTION); message.Write(selectedWO.Owner.Name); message.Write(wo.Owner.Name); message.Write((int)act.GetCommand()); message.Write(store); networkService.SendToServer(message, WaveEngine.Networking.Messages.DeliveryMethod.ReliableOrdered); } }