private void UpdateGameClients(Protocol.BaseProtocol proto) { // TODO: prevent game clients from being set again. Protocol.GameClientList clientList = proto.AsType <Protocol.GameClientList>(); clientData = new Client[clientList.client_ids.Length]; for (int i = 0; i < clientList.client_ids.Length; i++) { if (clientList.client_ids[i] == playerData.clientId) { playerData.playerId = clientList.client_player_ids[i]; } clientData[i] = new Client(clientList.client_ids[i], clientList.client_nicknames[i], clientList.client_player_ids[i]); } print(Inst.clientData.Length + " :: " + clientData.Length); gameClientsSet?.Invoke(clientData); // now that the final list of active clients have arrived // we can now notify the server that the scene is ready to play // Also to be far, we should make sure that the object list has been received as well // but thats a task for later. for now we'll just hope its all setup correctly :) // TODO: ^^^ // TODO: Uncomment... Im going to get the relix to work first. ( it will be easier to test :) ) Protocol.ClientStatus clientStatus = new Protocol.ClientStatus() { StatusType = Protocol.ClientStatusType.GameReady, ok = true }; clientStatus.Send(); }
public void LeaveGame() { Protocol.ClientStatus status = new Protocol.ClientStatus() { StatusType = Protocol.ClientStatusType.LeaveGame, ok = true }; status.Send(); }
private void Start() { Protocol.ClientStatus status = new Protocol.ClientStatus() { StatusType = Protocol.ClientStatusType.SceneLoaded, ok = true, message = gameObject.scene.name }; status.Send(); }