/// <summary> /// Active state, level loaded /// </summary> void EnterActiveState() { GameDebug.Assert(m_serverGameWorld == null); m_GameWorld.RegisterSceneEntities(); m_ServerQueryProtocolServer.ServerInfoData.Map = Game.game.levelManager.currentLevel.name; m_resourceSystem = new BundledResourceManager("BundledResources/Server"); m_NetworkServer.InitializeMap((ref NetworkWriter data) => { data.WriteString("name", Game.game.levelManager.currentLevel.name); }); m_serverGameWorld = new ServerGameWorld(m_GameWorld, m_NetworkServer, m_Clients, m_ChatSystem, m_resourceSystem); foreach (var pair in m_Clients) { m_serverGameWorld.HandleClientConnect(pair.Value); } #if USE_UNET //m_ServerBroadcast.gameInfo.levelname = Game.game.levelManager.currentLevel.name; //m_ServerBroadcast.gameInfo.gamemode = "Deathmatch"; //m_ServerBroadcast.UpdateGameInfo(); #endif }
/// <summary> /// Active state, level loaded /// </summary> void EnterActiveState() { GameDebug.Assert(m_serverGameWorld == null); m_GameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager(m_GameWorld, "BundledResources/Server"); m_NetworkServer.InitializeMap((ref NetworkWriter data) => { data.WriteString("name", Game.game.levelManager.currentLevel.name); }); m_serverGameWorld = new ServerGameWorld(m_GameWorld, m_NetworkServer, m_Clients, m_ChatSystem, m_resourceSystem); foreach (var pair in m_Clients) { m_serverGameWorld.HandleClientConnect(pair.Value); } }
private void EnterActiveState() { GameDebug.Assert(_serverGameWorld == null); _gameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager(_gameWorld, "BundledResources/Server"); _serverGameWorld = new ServerGameWorld(_gameWorld, m_resourceSystem, m_Clients, _networkServer); _networkServer.InitializeMap((ref NetworkWriter data) => { data.WriteString("name", "testscene"); }); m_nextTickTime = Game.frameTime; foreach (var pair in m_Clients) { _serverGameWorld.HandleClientConnect(pair.Value); } }