/// <summary> /// Helper method that wraps sending of the Live State update and logging of this action. /// </summary> private void SendLiveState(int players, int maxPlayers, string serverName, string map, string gameMode, string version) { LogWithTimestamp(string.Format("Sending <b>Live State</b>: players = {0}, maxPlayers = {1}, " + "serverName = {2}, map = {3}, gameMode = {4}, version = {5}", players, maxPlayers, serverName, map, gameMode, version)); // It is safe to call this every frame if it is easier to do so - the values are only // sent to the Agent if they have changed. // The final parameter can be used to send additional custom key/value pairs. server.SetLiveState(players, maxPlayers, serverName, map, gameMode, version, null); }
private IEnumerator Simulation() { yield return(new WaitUntil(() => server.Status == OneServerStatus.OneServerStatusReady)); server.SetApplicationInstanceStatus(OneApplicationInstanceStatus.OneServerOnline); while (true) { server.SetLiveState(UnityEngine.Random.Range(0, 101), 100, "Test", "Test", "Test", "v0.1", null); server.SendReverseMetadata("Example map", "Example mode", "example type"); if (++_stateSentCount % 10000 == 0) { Debug.LogFormat("State sent messages: {0}", _stateSentCount); } yield return(null); } }