public void btn_LoginClick() { RawMessage message = new RawMessage(); message.putUTF8String("username", input_username.text); message.putUTF8String("password", input_password.text); Assets.Scripts.Engine.Network.sslStream.WriteSingleMessage(message); RawMessage msg = Assets.Scripts.Engine.Network.sslStream.ReadSingleMessage(); if (msg == null) { Assets.Scripts.Engine.Network.server.Disconnect(); output_loginResult.text = "Connection is Lost."; return; } if (msg.getBool("response")) { //Assets.Scripts.Engine.Network.sslStream.Close(); // DUE TO A BUG -kardeslerim- WE CANNOT CLOSE THE STREAM. // Cunku close yaparsak, nereden geldigi belirsiz 37 byte, serverda bu client'a ait messageListenera dusuyor. // sadece unity'de oluyor, .net'te duzgun calisiyor. Muhtemelen Mono kaynakli bir sorun. Assets.Scripts.Engine.Network.server.ListenForMessages(); output_loginResult.color = Color.green; } output_loginResult.text = msg.getUTF8String("reason"); input_username.text = ""; input_password.text = ""; input_username.selected = true; StartCoroutine(hideLoginResult()); }
public override void processMessage(RawMessage message) { bool r = message.getBool("r"); if(r) UserMe.self.setState(User.UserState.QUEUE); Runner.Graphics.displayQueueResult(r); }
public override void processMessage(RawMessage message) { bool r = message.getBool("r"); if (r) { UserMe.self.setState(User.UserState.QUEUE); } Runner.Graphics.displayQueueResult(r); }
public override void processMessage(RawMessage message, User user) { if (message.getBool("r")) { if (user.userState == User.UserState.GAME) { OutgoingMessages.Game.GReadyStateResult.sendMessage(user.player.game.players, message.getBool("r")); user.player.readyInQueue = true; bool anyoneDisconnected = false; bool flagAllReady = true; User disconnectedUser = null; foreach (Player p in user.player.game.players) if (p.user.Destroyable) { anyoneDisconnected = true; disconnectedUser = p.user; break; } else if (!p.readyInQueue) { flagAllReady = false; break; } if (anyoneDisconnected) destroyGame(disconnectedUser); else if (flagAllReady) user.player.game.setState(Science_Wars_Server.Game.GameState.LOADING); } } else { destroyGame(user); } }
public override void processMessage(RawMessage message) { bool result = message.getBool("r"); if (result) { UserMe.initializeUserMe(message.getInt("ui"), message.getUTF8String("un"), message.getInt("psp"), message.getInt("csp"), message.getInt("bsp"), message.getBoolArray("usn")); } else ;//TODO login fail. handle it }
public override void processMessage(RawMessage message) { bool result = message.getBool("r"); if (result) { UserMe.initializeUserMe(message.getInt("ui"), message.getUTF8String("un"), message.getInt("psp"), message.getInt("csp"), message.getInt("bsp"), message.getBoolArray("usn")); } else { ;//TODO login fail. handle it } }
public override void processMessage(RawMessage message, User user) { if (message.getBool("r")) { if (user.userState == User.UserState.GAME) { OutgoingMessages.Game.GReadyStateResult.sendMessage(user.player.game.players, message.getBool("r")); user.player.readyInQueue = true; bool anyoneDisconnected = false; bool flagAllReady = true; User disconnectedUser = null; foreach (Player p in user.player.game.players) { if (p.user.Destroyable) { anyoneDisconnected = true; disconnectedUser = p.user; break; } else if (!p.readyInQueue) { flagAllReady = false; break; } } if (anyoneDisconnected) { destroyGame(disconnectedUser); } else if (flagAllReady) { user.player.game.setState(Science_Wars_Server.Game.GameState.LOADING); } } } else { destroyGame(user); } }
public override void processMessage(RawMessage message) { bool r = message.getBool("r"); // TODO ayar cek pic }
public override void processMessage(RawMessage message) { bool result = message.getBool("r"); Runner.Graphics.displayReadyStates(result); }
public override void processMessage(RawMessage message) { bool result = message.getBool("r"); }