Пример #1
0
 public void NotifyAllListener(NetworkEvent nEvent)
 {
     foreach (Listener lsn in m_listeners)
     {
         lsn.OnEvent(nEvent, this);
     }
 }
    public void Init(Loading loadingScript)
    {
        mLoadingCom = loadingScript;
        for (int i = 0; i < mPlayerOtherMeshs.Length; i++)
        {
            if (mPlayerOtherMeshs.Length > i && mPlayerOtherMeshs[i] != null)
            {
                mPlayerOtherAnimators[i] = mPlayerOtherMeshs[i].GetComponent <Animator>();
            }
        }

        for (int i = 0; i < mPlayerMeshArray.Length; i++)
        {
            if (mPlayerMeshArray.Length > i && mPlayerMeshArray[i] != null)
            {
                mPlayerAnimators[i] = mPlayerMeshArray[i].GetComponent <Animator>();
            }
        }

        SetActiveLinkNameParent(false);
        SetAcitveStartBt(false);
        //SetPlayerUITexture(0);
        SetPlayerUIMesh(0);
        SetActiveUICreateSever(true);
        SetActiveUISeverWeiHu(false);
        NetworkEvent.GetInstance().OnFailedToConnectToMasterServerEvent += OnFailedToConnectToMasterServerEvent;
    }
Пример #3
0
    // ネットワーク関連イベント受信用
    public void OnNotify(Observable <NetworkEvent> observer, NetworkEvent e)
    {
        NetworkEventDispatcher dispatcher = new NetworkEventDispatcher(e);

        dispatcher.Dispatch <HostChengedEvent>(OnChangedHost);
        dispatcher.Dispatch <OtherPlayerDisconnectedEvent>(OnDisconnectOtherPlayer);
    }
Пример #4
0
 private void HandleOnNetworkEvent(NetworkEvent e)
 {
     if (e.enumNetworkEvent == EnumNetworkEvent.GameStart)
     {
         //isGamePlaying = true;
     }
 }
Пример #5
0
 internal ServerEventCapsule(NetworkEvent networkEvent, ErrorType errorType, uint userId, byte processId)
 {
     NetworkEvent = networkEvent;
     ErrorType    = errorType;
     UserId       = userId;
     ProcessId    = processId;
 }
Пример #6
0
    private void HandleIncommingMessage(ref NetworkEvent evt)
    {
        MessageDataBuffer buffer = (MessageDataBuffer)evt.MessageData;

        string msg = Encoding.UTF8.GetString(buffer.Buffer, 0, buffer.ContentLength);

        string s_dataUrlPrefix = "data:image/png;base64,";

        //if server -> forward the message to everyone else including the sender
        if (mIsServer)
        {
            //we use the server side connection id to identify the client
            string idAndMessage = msg;
            SendString(idAndMessage);
            Append(idAndMessage);
        }
        else
        {
            //check for pic

            if (msg.StartsWith(s_dataUrlPrefix))
            {
                ClickPic.ReceiveImage(msg);
            }
            else
            {
                //client received a message from the server -> simply print
                //if message received
                Append(msg);
            }
        }

        //return the buffer so the network can reuse it
        buffer.Dispose();
    }
Пример #7
0
        internal static void OnNetworkChangeCallback(NetworkEvent networkEvent)
        {
            switch (networkEvent.EventType)
            {
            case NetworkEventType.AvailabilityChanged:
            {
                if (NetworkAvailabilityChanged != null)
                {
                    bool isAvailable = ((networkEvent.Flags & (byte)NetworkEventFlags.NetworkAvailable) != 0);
                    NetworkAvailabilityEventArgs args = new NetworkAvailabilityEventArgs(isAvailable);

                    NetworkAvailabilityChanged(null, args);
                }
                break;
            }

            case NetworkEventType.AddressChanged:
            {
                if (NetworkAddressChanged != null)
                {
                    EventArgs args = new EventArgs();
                    NetworkAddressChanged(null, args);
                }

                break;
            }

            default:
            {
                break;
            }
            }
        }
Пример #8
0
        /// <summary>
        /// Network 상태 변경 시 호출될 Callback Method
        /// </summary>
        /// <param name="status"></param>
        void OnStatusChanged(NetworkEvent status)
        {
            switch (status)
            {
            // 접속 성공
            case NetworkEvent.connected:
            {
                LogManager.Log("on connected");
                this.receivedMessage += "on connected\n";
            }
            break;

            // 연결 끊김
            case NetworkEvent.disconnected:
            {
                LogManager.Log("disconnected");
                this.receivedMessage += "disconnected\n";

                this.gameServer.Disconnect();
                MySceneManager present = GameObject.Find("SceneManager").GetComponent <MySceneManager>();
                if (present.Present != SceneList.Login && present.Present != SceneList.Account && present.Present != SceneList.FindUser)
                {
                    present.Present = SceneList.Login;
                }

                login.Enter();
            }
            break;
            }
        }
Пример #9
0
        /// <summary>
        /// Notifies any observers if a networking event occurs, like a new connection opens, or data is recieved.</summary>
        /// <param name="netEvent">The event code specifying what function to call on the observer</param>
        /// <param name="ipAddr">The IP Address that the event is occuring from.</param>
        /// <param name="data">Any data that should be passed along to the observer.</param>
        /// <exception cref="ArgumentNullException">Thrown when ipAddr is null, or data is null when it is required, check exception ParamName to see which failed.</exception>
        private void Notify(NetworkEvent netEvent, string ipAddr, byte[] data = null)
        {
            if (ipAddr == null)
            {
                throw new ArgumentNullException("ipAddr");
            }
            Contract.EndContractBlock();

            foreach (NetObserver obs in observers)
            {
                switch (netEvent)
                {
                case NetworkEvent.CONN_OPEN:
                    obs.ConnectionOpened(ipAddr);
                    break;

                case NetworkEvent.DATA_RECV:
                    if (data == null)
                    {
                        throw new ArgumentNullException("data");
                    }
                    obs.DataRecieved(ipAddr, data);
                    break;

                case NetworkEvent.CONN_CLOSE:
                    obs.ConnectionClosed(ipAddr);
                    break;

                default:
                    break;
                }
            }
        }
Пример #10
0
 public RPCEvent(INetClient client, NetworkEvent netEvent, BSONObject bson, String methodName)
 {
     this._client     = client;
     this._netEvent   = netEvent;
     this._bson       = bson;
     this._methodName = methodName;
 }
Пример #11
0
    //check the answer and update the screen
    public void CheckAnswer(string input)
    {
        //first we update the display
        letterDisplay.UpdateDisplay(input, currentWord.GetCharArray);

        //fetch a checkedanswer from the currentword
        CheckedAnswer result = currentWord.HandleSubmission(input, this);

        GuessedLetterCount += result.guessedLetters;

        //reward points and update the ui on both clients
        MasterManager.instance.score += result.totalPoints;
        NetworkEvent.UpdateUI(scoreUI, nickName + ": " + MasterManager.instance.score.ToString());

        //if correct show a green flash, if not show a red flash and update the gallow
        if (result.correct)
        {
            fader.FadeRight();
        }
        else
        {
            fader.FadeWrong();
            NetworkEvent.UpdatePlayerGallows(MasterManager.instance.wrongAnswers, gallowUI);
            MasterManager.instance.wrongAnswers++;
        }

        //if the word is guessed, call the rpc to set up a new word
        if (WordGuessed())
        {
            UpdateWordInGameView();
        }
    }
Пример #12
0
        /// <summary>
        /// 业务只需要具体实现此函数的分发即可, 此处只是简单示例
        /// </summary>
        /// <param name="ev"></param>
        /// <param name="cmd"></param>
        /// <param name="ud"></param>
        /// <param name="channel"></param>
        public void HandleEvent(NetworkEvent ev, int cmd, NativeDataView ud, int channel)
        {
            UnityEngine.Debug.LogFormat("SampleNetworkPacketHandler.HandleEvent, event={0}, cmd={1}, channel={2}", ev, cmd, channel);
            if (cmd == AppProtocol.CMD_LOGIN_REQ)
            { // SampelScene应该是 channel:1 收到
                var msg = new AppProtocol.LoginReq();
                msg.decode(ud);
                msg.print();

                // 回应客户端
                var reply = new AppProtocol.LoginResp();
                reply.uid    = msg.uid;
                reply.status = 200; // 200 表示success
                (NativeDataView udReply, Stream hold) = reply.encode();
                NetworkServiceManager.Instance.SendSerializedMsg(AppProtocol.CMD_LOGIN_RESP, udReply, AppProtocol.SERVER_CHANNEL);
                hold.Dispose();
            }
            else if (cmd == AppProtocol.CMD_LOGIN_RESP)
            { // SampelScene应该是 channel:0 收到
                // 打印登录响应消息
                var msg = new AppProtocol.LoginResp();
                msg.decode(ud);
                msg.print();
            }
        }
Пример #13
0
        public void ReceiveEvent(INetClient client, NetworkEvent netEvent, BSONObject bson)
        {
            switch (netEvent)
            {
            case NetworkEvent.ClientUpdate:
                if (!createFromNetworkEvent(client, netEvent, bson).isCanceled)
                {
                    NetObjectManager.Obj.UpdateObjects(bson);
                }
                break;

            case NetworkEvent.RPC:
                if (!createEventFromNetworkRPCEvent(client, netEvent, bson).isCanceled)
                {
                    RPCManager.HandleReceiveRPC(client, bson);
                }
                break;

            case NetworkEvent.RPCResponse:
                if (!createFromNetworkResponseEvent(client, netEvent, bson).isCanceled)
                {
                    RPCManager.HandleQueryResponse(bson);
                }

                break;
            }
        }
Пример #14
0
    unsafe public void OnEvent(int clientId, NetworkEvent info)
    {
        var client = m_Clients[clientId];
        var type   = info.type.typeId;

        fixed(uint *data = info.data)
        {
            var reader = new NetworkReader(data, info.type.schema);

            switch ((GameNetworkEvents.EventType)type)
            {
            case GameNetworkEvents.EventType.PlayerReady:
                m_NetworkServer.MapReady(clientId);     // TODO (petera) hacky
                client.isReady = true;
                break;

            case GameNetworkEvents.EventType.PlayerSetup:
                client.playerSettings.Deserialize(ref reader);
                if (client.player != null)
                {
                    m_serverGameWorld.HandlePlayerSetupEvent(client.player, client.playerSettings);
                }
                break;

            case GameNetworkEvents.EventType.RemoteConsoleCmd:
                HandleClientCommand(client, reader.ReadString());
                break;

            case GameNetworkEvents.EventType.Chat:
                m_ChatSystem.ReceiveMessage(client, reader.ReadString(256));
                break;
            }
        }
    }
Пример #15
0
    public void ReadEvents <TInputStream>(ref TInputStream input, INetworkCallbacks networkConsumer) where TInputStream : NetworkCompression.IInputStream
    {
        //input.SetStatsType(NetworkCompressionReader.Type.Event);
        var numEvents = NetworkEvent.ReadEvents(eventTypesIn, connectionId, ref input, networkConsumer);

        counters.eventsIn += numEvents;
    }
Пример #16
0
 public NetworkEvent Handle(Client client, NetworkEvent e)
 {
     client._ExecuteOnMainThread.RunOnMainThread.Enqueue(() => {
         SceneManager.LoadScene("GameScene");
     });
     return(null);
 }
Пример #17
0
 /// <summary>
 /// 房间信息修改提示回调
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 public void roomInfoChangeNotifyCallBack(object sender, NetworkMessageEventArgs e)
 {
     Protocol.S2CSRoomInfoChangeNotify response = NetworkEvent.parseMessage <Protocol.S2CSRoomInfoChangeNotify>(e.message);
     if (response.room_id <= listView1.Items.Count)
     {
         //room id 的索引是从1开始
         ListViewItem lvi = listView1.Items[(int)response.room_id - 1];
         if (response.room_name != null)
         {
             lvi.SubItems[1].Text = response.room_name;
         }
         if (response.players_count != 0)
         {
             lvi.SubItems[2].Text = response.players_count.ToString();
         }
         if (response.@public)
         {
             lvi.SubItems[3].Text = "公开";
         }
         else
         {
             lvi.SubItems[3].Text = "不公开";
         }
     }
 }
Пример #18
0
    // Función de recepción de audio...
    private void HandleIncommingStreamingAudio(ref NetworkEvent evt)
    {
        MessageDataBuffer buffer = (MessageDataBuffer)evt.MessageData;

        // Se extrae el mensaje del campo de datos que llega desde la red en la variable data....
        byte[] data = evt.GetDataAsByteArray();
        // Los datos se pasan a float para que puedan ser reproducidos por el componente Audio Source de Unity...
        float[] audioData = ToFloatArray(data);

        // Se almacena un número de muestras de audio...
        for (int i = 0; i < audioData.Length; i++)
        {
            read.Add(audioData[i]);
        }

        // Cuando el número de muestras almacedanas es igual/mayor a la frecuencia, se reproducen...
        if (data != null && read.Count >= FREQUENCY_RATE)
        {
            AudioSource audioSource = GetComponent <AudioSource>();
            speakers.SetData(read.ToArray(), 0);
            audioSource.clip = speakers;
            audioSource.Play();
            read.Clear();
        }

        //return the buffer so the network can reuse it
        buffer.Dispose();
    }
Пример #19
0
    /**
     * Registers a function to an event. Uses the class object name to
     * store multiple events from different objects.
     */
    public void RegisterEvent(NetworkEvent eName, object eClass, Action eAction)
    {
        Debug.Assert(eName != 0, "Name is null");
        Debug.Assert(eClass != null, "Type is null");
        Debug.Assert(eAction != null, "Event is null");

        if (!m_eventTable.TryGetValue(eName, out var value))
        {
            value = new Dictionary <string, Action>();
        }

        string className = eClass.GetType().Name;

        if (value.ContainsKey(className))
        {
            print("Class already registered under event");
            return;
        }

        value.Add(className, eAction);
        m_eventTable[eName] = value;
        print(string.Format("[ NetworkEvent ] Registered Event {0} from class {1} linked to function {2}", eName.ToString(), eClass.GetType().Name, eAction.Method.Name));

        //m_eventTable.Add(eName.ToString() + eClass.GetType().Name, eAction);
    }
Пример #20
0
        private async void Notify(ConnectionEndpoint endpoint, NetworkEvent networkEvent)
        {
            lock (this)
            {
                pendingCount++;

                if (pendingCount == 1)
                {
                    Trace("Queue started");
                    syncPendingSent = new SyncEvent();
                }
            }

            await Task.Delay(Parameters.CallLatency);

            endpoint.Notify(networkEvent);

            lock (this)
            {
                pendingCount--;

                if (pendingCount == 0)
                {
                    Trace("Queue empty");
                    syncPendingSent.SetComplete();
                }
            }
        }
Пример #21
0
    private void Update()
    {
        if (netId.localPlayerOwns)
        {
            Movement();
            CameraMovement();
            Shooting();
            if (NetworkClock.IsTimeToSend())
            {
                netId.SendDataOverNetwork(NetworkEventType.UpdatePosition, NetworkSubeventType.Null, transform);
            }
        }

        else
        {
            transform.position = Vector3.Lerp(lastPos, newPos, currentLerp);
            currentLerp       += lerpRatio;

            while (netId.dataQueue.Count != 0)
            {
                NetworkEvent currentData = netId.dataQueue[0];
                netId.dataQueue.RemoveAt(0);
                if (currentData.GetNetworkEventType() == NetworkEventType.UpdatePosition)
                {
                    Vector3[] newTrans = (Vector3[])currentData.GetData();
                    lastPos     = new Vector3(newPos.x, newPos.y, newPos.z);
                    newPos      = newTrans[0];
                    currentLerp = lerpRatio;

                    transform.eulerAngles = newTrans[1];
                    transform.localScale  = newTrans[2];
                }
            }
        }
    }
Пример #22
0
        void OnNewPacket(object sender, NetworkEvent e)
        {
            this.label1.BeginInvoke((MethodInvoker)(
                                        delegate {
                if (this.counter != null)
                {
                    this.label1.Text = "Recv: " + this.counter.RecvBytes.ToString() +
                                       " Send: " + this.counter.SentBytes.ToString() +
                                       " Total: " + this.counter.TotalBytes.ToString();
                }
                else
                {
                    this.label1.Text = e.TotalLength.ToString();
                }

                if (this.counter2 != null)
                {
                    this.label2.Text = "Recv: " + this.counter2.RecvBytes.ToString() +
                                       " Send: " + this.counter2.SentBytes.ToString() +
                                       " Total: " + this.counter2.TotalBytes.ToString();
                }
                else
                {
                    label2.Text = "";
                }

                /*this.label1.Text += ".";
                 * if(this.label1.Text.Length > 10)this.label1.Text=".";*/
            }));
        }
Пример #23
0
 void OnServerInitSuccess(NetworkEvent netEvent)
 {
     ConnectionIds.Add(new ConnectionId(0));
     NodeState = State.Server;
     m_StartServerCallback.TryInvoke(true);
     m_StartServerCallback = null;
 }
        private void ProcessNetworkEvent(byte eventcode, object content, int senderid)
        {
            Debug.Log("network event: " + eventcode);
            NetworkEvent recievedNetworkEvent = (NetworkEvent)eventcode;

            switch (recievedNetworkEvent)
            {
            case NetworkEvent.UPDATE_SCORE:
                if (OnUpdateScore != null)
                {
                    OnUpdateScore();
                }
                break;

            case NetworkEvent.TRAP_HIT:
                if (OnPlayerTrapHit != null)
                {
                    OnPlayerTrapHit((int)content);
                }
                break;

            case NetworkEvent.TO_SCORING_STATE:
                GameModel.Instance.ChangeGameState(new ScoringGameState());
                break;

            case NetworkEvent.ROUND_ENDED:
                if (OnRoundEnded != null)
                {
                    OnRoundEnded((PhotonPlayer)content);
                }
                break;
            }
        }
Пример #25
0
 void OnServerInitFailed(NetworkEvent netEvent)
 {
     Deinit();
     NodeState = State.Uninitialized;
     m_StartServerCallback.TryInvoke(false);
     m_StartServerCallback = null;
 }
    /// <summary>
    /// Calls the corresponding method for each type of received message
    /// </summary>
    /// <param name="packet"> The packet that was received</param>
    /// <param name="handler"> The client handler that called this method</param>
    private void HandleMessage(Packet packet, ClientHandler handler)
    {
        //create a NetworkEvent from the received packet
        NetworkEvent networkEvent = NetworkEvent.Deserialize(packet.GetDataBytes());

        Type type = networkEvent.GetType();

        if (type == typeof(HeartBeat))
        {
            RespondToHeartBeat(handler);
        }
        else if (type == typeof(InputUpdate))
        {
            RespondToInputUpdate(networkEvent);
        }
        else if (type == typeof(ConnectPlayer))
        {
            RespondToConnectPlayer(handler);
        }
        else if (type == typeof(DisconnectPlayer))
        {
            RespondToDisconnectPlayer(networkEvent, handler);
        }
        else
        {
            RespondToUnknownMessage(handler);
        }
    }
Пример #27
0
        public void DisplayText(NetworkEvent ne)
        {
            this.m_Image = null;
            DateTime time = new DateTime(ne.timeIndex);

            this.infoLabel.Text = "";
            this.appendText("Sender: " + ne.source);
            this.appendText("Time: " + time.ToLongDateString() + " " + time.ToLongTimeString());
            if (ne is NetworkChunkEvent)
            {
                NetworkChunkEvent nce = ne as NetworkChunkEvent;
                this.appendText("Category: Chunk");
                this.appendText("Message Sequence: " + nce.chunk.MessageSequence);
                this.appendText("Chunk Sequence: " + nce.chunk.ChunkSequence);
                this.appendText("First Chunk Sequence of Message: " + nce.chunk.FirstChunkSequenceOfMessage);
                this.appendText("Number of Chunks: " + nce.chunk.NumberOfChunksInMessage);
            }
            else if (ne is NetworkMessageEvent)
            {
                NetworkMessageEvent nme = ne as NetworkMessageEvent;
                this.appendText("Category: Message");
                this.displayMessageEventRecursive(nme.message);
            }
            else if (ne is NetworkNACKMessageEvent)
            {
            }
            else
            {
                //Unknown
                this.infoLabel.Text = "Unknown Type";
            }
            this.doubleBufferPanel.Invalidate();
        }
Пример #28
0
        private bool MatchTrigger(IPlatformMessage message, NetworkEvent evt, SensorTrigger info, ref bool textTriggered, ref bool measurementTriggered)
        {
            if (!this.VerifySensorTrigger(message, info))
            {
                return(false);
            }

            evt.Actions.Add(NetworkEventType.MessageTriggered);

            if (!textTriggered && info.IsTextTrigger)
            {
                textTriggered = true;
                this.EnqueueToTriggerService(message);
            }
            else if (!measurementTriggered && !info.IsTextTrigger)
            {
                measurementTriggered = true;
                this.EnqueueToTriggerService(message);
            }

            if (textTriggered && measurementTriggered)
            {
                this.m_logger.LogDebug($"Skipping trigger for {message.SensorID}: already queued");
                return(true);
            }

            return(false);
        }
Пример #29
0
 public NetworkService()
 {
     // Initialize Variable.
     peer         = null;
     IsConnected  = false;
     eventHandler = new NetworkEvent();
 }
Пример #30
0
    public void UpdateDisplay(string _post, char[] _currentWord)
    {
        string newText = string.Empty;

        if (_post == "")
        {
            return;
        }

        if (_post == new string(_currentWord))
        {
            newText = _post;
        }

        else
        {
            char[] chars = uI_Text.text.ToCharArray();
            char   post  = _post.ToCharArray()[0];

            for (int i = 0; i < chars.Length; i++)
            {
                if (_currentWord[i] == post)
                {
                    chars[i] = post;
                }
            }

            newText      = new string(chars);
            uI_Text.text = newText;
        }

        //GameUI._Instance.UpdateUI("word UI", newText);
        NetworkEvent.UpdateUI("word UI", newText);
    }
Пример #31
0
            public BaseEvent ProcessEvent(uint data1, uint data2, DateTime time)
            {
                NetworkEvent networkEvent = new NetworkEvent();
                networkEvent.EventType = (NetworkEventType)(data1 & 0xFF);
                networkEvent.Flags = (byte)((data1 >> 16) & 0xFF);
                networkEvent.Time = time;

                return networkEvent;
            }
Пример #32
0
    private void HandleIncommingMessage(ref NetworkEvent evt)
    {
        MessageDataBuffer buffer = (MessageDataBuffer)evt.MessageData;

        string msg = Encoding.UTF8.GetString(buffer.Buffer, 0, buffer.ContentLength);

        //if server -> forward the message to everyone else including the sender
        if (mIsServer)
        {
            //we use the server side connection id to idendify the client
            string idAndMessage = evt.ConnectionId + ":" + msg;
            SendString(idAndMessage);
            Append(idAndMessage);
        }
        else
        {
            //client received a message from the server -> simply print
            Append(msg);
        }

        //return the buffer so the network can reuse it
        buffer.Dispose();
    }
Пример #33
0
 public string GetEventSenderId(NetworkEvent e) => e.SenderId.ToString();
Пример #34
0
 bool isClientSide(NetworkEvent e)
 {
     if (e is SpawnEvent)
     {
         SpawnEvent ev = e as SpawnEvent;
         if (ev.projectile)
             return true;
     }
     return false;
 }
Пример #35
0
        internal static void OnNetworkChangeCallback(NetworkEvent networkEvent)
        {
            switch (networkEvent.EventType)
            {
                case NetworkEventType.AvailabilityChanged:
                    {
                        if (NetworkAvailabilityChanged != null)
                        {
                            bool isAvailable = ((networkEvent.Flags & (byte)NetworkEventFlags.NetworkAvailable) != 0);
                            NetworkAvailabilityEventArgs args = new NetworkAvailabilityEventArgs(isAvailable);

                            NetworkAvailabilityChanged(null, args);
                        }
                        break;
                    }
                case NetworkEventType.AddressChanged:
                    {
                        if (NetworkAddressChanged != null)
                        {
                            EventArgs args = new EventArgs();
                            NetworkAddressChanged(null, args);
                        }

                        break;
                    }
                default:
                    {
                        break;
                    }
            }
        }