public async Task EnterScene(IYield yield) { var responseParameters = await ServerPeerHandler.SendOperation <EmptyParameters, EnterSceneResponseParameters> (yield, (byte)GameOperations.EnterScene, new EmptyParameters(), MessageSendOptions.DefaultReliable()); SceneEntered?.Invoke(responseParameters); }
public async Task <GameServersProviderResponseParameters> ProvideGameServers(IYield yield) { var responseParameters = await ServerPeerHandler.SendOperation <EmptyParameters, GameServersProviderResponseParameters> (yield, (byte)GameServerProviderOperations.ProvideGameServers, new EmptyParameters(), MessageSendOptions.DefaultReliable()); return(responseParameters); }
public async Task <ValidateCharacterResponseParameters> ValidateCharacter(IYield yield, ValidateCharacterRequestParameters parameters) { var responseParameters = await ServerPeerHandler.SendOperation <ValidateCharacterRequestParameters, ValidateCharacterResponseParameters> (yield, (byte)CharacterOperations.ValidateCharacter, parameters, MessageSendOptions.DefaultReliable()); if (responseParameters.Status == CharacterValidationStatus.Ok) { ServiceContainer.GameService.SetPeerLogic <GameScenePeerLogic, GameOperations, GameEvents>(); } return(responseParameters); }
public async Task <AuthenticateResponseParameters> Authenticate(IYield yield, AuthenticateRequestParameters parameters) { var responseParameters = await ServerPeerHandler.SendOperation <AuthenticateRequestParameters, AuthenticateResponseParameters> (yield, (byte)LoginOperations.Authenticate, parameters, MessageSendOptions.DefaultReliable()); if (responseParameters.HasAccessToken) { AccessTokenProvider.AccessToken = responseParameters.AccessToken; } return(new AuthenticateResponseParameters(responseParameters.Status)); }
public async Task <RemoveCharacterResponseParameters> RemoveCharacter(IYield yield, RemoveCharacterRequestParameters parameters) { return(await ServerPeerHandler.SendOperation <RemoveCharacterRequestParameters, RemoveCharacterResponseParameters> (yield, (byte)CharacterOperations.RemoveCharacter, parameters, MessageSendOptions.DefaultReliable())); }
public async Task <GetCharactersResponseParameters> GetCharacters(IYield yield) { return(await ServerPeerHandler.SendOperation <EmptyParameters, GetCharactersResponseParameters> (yield, (byte)CharacterOperations.GetCharacters, new EmptyParameters(), MessageSendOptions.DefaultReliable())); }
public void UpdatePosition(UpdatePositionRequestParameters parameters) => ServerPeerHandler.SendOperation((byte)GameOperations.PositionChanged, parameters, MessageSendOptions.DefaultUnreliable((byte)GameDataChannels.Position));
public async Task <ChangeSceneResponseParameters> ChangeScene(IYield yield, ChangeSceneRequestParameters parameters) { return(await ServerPeerHandler.SendOperation <ChangeSceneRequestParameters, ChangeSceneResponseParameters> (yield, (byte)GameOperations.ChangeScene, parameters, MessageSendOptions.DefaultReliable())); }
public void UpdatePlayerState(UpdatePlayerStateRequestParameters parameters) => ServerPeerHandler.SendOperation((byte)GameOperations.PlayerStateChanged, parameters, MessageSendOptions.DefaultUnreliable((byte)GameDataChannels.Animations));
public void SendChatMessage(ChatMessageRequestParameters parameters) { ServerPeerHandler.SendOperation((byte)ChatOperations.ChatMessage, parameters, MessageSendOptions.DefaultReliable()); }
public async Task <AuthorizeResponseParameters> Authorize(IYield yield, AuthorizeRequestParameters parameters) { return(await ServerPeerHandler.SendOperation <AuthorizeRequestParameters, AuthorizeResponseParameters> (yield, (byte)AuthorizationOperations.Authorize, parameters, MessageSendOptions.DefaultReliable())); }