Exemplo n.º 1
0
    private static void ServerReceive(NetworkMessage netMsg)
    {
        LobbyEventMessage lobbyEventMessage = netMsg.ReadMessage <LobbyEventMessage>();

        //Debug.LogFormat("LobbyEventMessenger.ServerReceive: {0}", lobbyEventMessage);

        OnServerEvent(lobbyEventMessage.ev);
        OnServerMessage(lobbyEventMessage);
    }
Exemplo n.º 2
0
    /// <summary>
    /// Keep in mind Server is also an Client
    /// </summary>
    private static void ClientReceive(NetworkMessage netMsg)
    {
        LobbyEventMessage lobbyEventMessage = netMsg.ReadMessage <LobbyEventMessage>();

        //Debug.LogFormat("LobbyEventMessenger.ClientReceive: {0}", lobbyEventMessage);

        if (lobbyEventMessage.ev == Event.Sync_PlayerListToClients)
        {
            players = JsonConvert.DeserializeObject <List <LobbyPlayer> >(lobbyEventMessage.data);
            OnPlayerListUpdated(players);
        }
        else if (lobbyEventMessage.ev == Event.ServerStartedGame || lobbyEventMessage.ev == Event.ClientConnectionResponse_GameAlreadyStarted)
        {
            hasGameStarted = true;
        }

        OnClientEvent(lobbyEventMessage.ev);
        OnClientMessage(lobbyEventMessage);
    }
Exemplo n.º 3
0
 public static void SendToAll(LobbyEventMessage lobbyEventMessage)
 {
     NetworkServer.SendToAll(MsgType(), lobbyEventMessage);
 }
Exemplo n.º 4
0
 public static void SendToClient(NetworkConnection conn, LobbyEventMessage lobbyEventMessage)
 {
     //Debug.LogFormat("LobbyEventMessenger.SendToClient {0}: {1}", conn.connectionId, lobbyEventMessage);
     NetworkServer.SendToClient(conn.connectionId, MsgType(), lobbyEventMessage);
 }
Exemplo n.º 5
0
    public static void SendToServer(LobbyEventMessage lobbyEventMessage)
    {
        //Debug.LogFormat("LobbyEventMessenger.SendToServer: {0}", lobbyEventMessage);

        client.Send(MsgType(), lobbyEventMessage);
    }