Exemplo n.º 1
0
        public static void Sync(INetworker networker)
        {
            // For now, allowing both sides to push. This behaviour needs to be replaced in general anyways
            if (networker.Hosting || true)
            {
                var save = Scene.Current.FindComponent <GamePieces>()?.GetSave();

                if (!save.HasValue || save.Value.Res == null)
                {
                    Logs.Game.WriteWarning("Attempted to sync, but no gave save found.");
                    OldContext.ShowNotification("Error", "Failed to start sync.", 3);
                }
                else
                {
                    SendSave(networker, save.Value.Res);
                    OldContext.ShowNotification("Info", "Sync started.", 3);
                }
            }

            else if (networker.Connected)
            {
                networker.SendData(CommandChannel, "Sync");
                OldContext.ShowNotification("Info", "Sync requested.", 3);
            }

            else
            {
                Logs.Game.WriteWarning($"Cannot try to sync while {networker.Status.ToString().ToLower()}");
            }
        }
Exemplo n.º 2
0
 private static void SendSave(INetworker networker, Save save)
 {
     using (var stream = new MemoryStream())
     {
         Serializer.WriteObject(save, stream);
         // This seems a bit silly. Is there a better way to get a string from Duality's Serialization?
         // Especially since UTF8 is a reasonable guess, not a guarantee.
         networker.SendData(SaveChannel, Encoding.UTF8.GetString(stream.ToArray()));
     }
 }
Exemplo n.º 3
0
        public void EndTurn()
        {
            if (TurnEnded)
            {
                return;
            }
            TurnEnded = true;

            _inputMachine.SetState(null);

            _networker.SendData(EventCode.EndTurn, new EndTurnData {
                TurnNumber = TurnNumber
            });
            _bus.Publish(new TurnBoundaryMessage(this, false));
        }
Exemplo n.º 4
0
        public static void SendSpin(INetworker networker, float targetAngle, string name)
        {
            if (!networker.Connected)
            {
                return;
            }

            using (var stream = new MemoryStream())
            {
                Serializer.WriteObject(new SpinMessage
                {
                    Name  = name,
                    Angle = targetAngle
                }, stream);

                networker.SendData(SpinChannel, Encoding.UTF8.GetString(stream.ToArray()));
            }
        }
Exemplo n.º 5
0
        public static void SendMovement(INetworker networker, DragAction action, string name, Vector3?pos = null)
        {
            if (!networker.Connected)
            {
                return;
            }

            using (var stream = new MemoryStream())
            {
                Serializer.WriteObject(new DragMessage {
                    Action = action,
                    Name   = name,
                    Pos    = pos
                }, stream);

                networker.SendData(DragChannel, Encoding.UTF8.GetString(stream.ToArray()));
            }
        }
Exemplo n.º 6
0
        public static void SendDiceRoll(INetworker networker, string diceID, float time, int side)
        {
            if (!networker.Connected)
            {
                return;
            }

            using (var stream = new MemoryStream())
            {
                Serializer.WriteObject(new DiceMessage
                {
                    Time   = time,
                    DiceID = diceID,
                    Side   = side
                }, stream);

                networker.SendData(DiceChannel, Encoding.UTF8.GetString(stream.ToArray()));
            }
        }