/// <summary> /// Initialize MapServer /// </summary> /// <param name="port">Port where the MapServer will run</param> /// <param name="connName">Connection string for connection</param> /// <param name="mapName">Name of the map</param> /// <param name="mapIndex">Index of the map</param> public void Init(int port, string connName, string mapName, int mapIndex) { MapName = mapName; MapIndex = mapIndex; statisticsStopwatch = new Stopwatch(); mobStopwatch = new Stopwatch(); statisticsStopwatch.Start(); mobStopwatch.Start(); statistics = Statistics.None; _netPeerConfig = new NetPeerConfiguration(connName); _netPeerConfig.SetMessageTypeEnabled(NetIncomingMessageType.ConnectionApproval, true); _netPeerConfig.PingInterval = 3f; _netPeerConfig.ConnectionTimeout = 6.5f; //_netPeerConfig.SimulatedMinimumLatency = 0.1f; //_netPeerConfig.SimulatedRandomLatency = 0.01f; _netPeerConfig.Port = (int)port; NetServer = new NetServer(_netPeerConfig); Data = new WorldDataHandler(ServerIndex); OutgoingMessageHandler = new OutgoingMessageHandler(NetServer, Data); IncomingMessageHandler = new IncomingMessageHandler(this); InitTeleporter(new Vector3(450, 0, 450), 2.5f, mapIndex == 0 ? 1 : 0); InitSpawners(mapsFolderPath); Console.WriteLine("Server UP"); ServerUp = true; }
private void Awake() { button = GetComponent <Button>(); worldDataHandler = FindObjectOfType <WorldDataHandler>(); UpdateState(); }
private void Awake() { worldPath = Application.persistentDataPath + "/worlds/"; worldDataHandler = FindObjectOfType <WorldDataHandler>(); if (worldDataHandler) { var worldData = worldDataHandler.LoadCurrentWorld(); worldName = worldData.name; seed = worldData.seed; last_played = worldData.last_played; } else { Debug.Log("WARNING: No world saving"); seed = FindObjectOfType <TerrainNoise>().seed; } }
public GridCell(int x, int y, int width, int height, WorldDataHandler data) { Data = data; _next_id = 0; AllPlayerCount = 0; AllEntityCount = 0; PlayerCount = 0; EntityCount = 0; Area = new Rectangle(x, y, width, height); Neighbours = new List <GridCell>(); MobEntities = new ConcurrentDictionary <ushort, Entity>(); PlayersById = new ConcurrentDictionary <ushort, PlayerEntity>(2, 1000); ResourceEntites = new ConcurrentDictionary <ushort, EntityBase>(); }
private void Awake() { player = FindObjectOfType <PlayerController>().transform; voxelMap = FindObjectOfType <VoxelMap>(); chunkSaveLoadManager = FindObjectOfType <ChunkSaveLoadManager>(); worldManager = FindObjectOfType <WorldManager>(); terrainNoise = FindObjectOfType <TerrainNoise>(); worldDataHandler = FindObjectOfType <WorldDataHandler>(); isActive = false; debugInfo = transform.GetChild(0); worldNameText = debugInfo.GetChild(0).GetComponent <TextMeshProUGUI>(); worldSeedText = debugInfo.GetChild(1).GetComponent <TextMeshProUGUI>(); gameModeText = debugInfo.GetChild(2).GetComponent <TextMeshProUGUI>(); playerPosText = debugInfo.GetChild(3).GetComponent <TextMeshProUGUI>(); chunkPosText = debugInfo.GetChild(4).GetComponent <TextMeshProUGUI>(); regionPosText = debugInfo.GetChild(5).GetComponent <TextMeshProUGUI>(); mousePosText = debugInfo.GetChild(6).GetComponent <TextMeshProUGUI>(); SetInfoState(isActive); }
public WorldDataHandler GetWorldHandling() { var ret = new WorldDataHandler(); ItemGeneratorDictionary = new ItemGeneratorDictionary(); RegisterItemGenerators(ItemGeneratorDictionary); var generator = new WorldGenerator(1337, 2, Engine); var provider = new SerialWorldProvider(); if (UseFileDataStore) { var entityHandler = new EntityHandler(this, Engine, _inventoryCache); var chunkHandler = new ChunkHandler(this); //var triggerHandler = new TriggerHandler(this); chunkHandler.Init(); entityHandler.Init(); provider.AddChunkLoader(chunkHandler); provider.AddEntityLoader(entityHandler); //provider.AddTriggerLoader(triggerHandler); ret.WorldSaver = new WorldSaverWrapper(entityHandler, chunkHandler, null); _entityHandler = entityHandler; } else { ret.WorldSaver = new WorldSaverWrapper(); } provider.AddChunkLoader(generator); provider.AddEntityLoader(generator); provider.AddTriggerLoader(generator); ret.WorldProvider = provider; return(ret); }
private void Awake() { chunkSaveLoadManager = FindObjectOfType <ChunkSaveLoadManager>(); worldDataHandler = FindObjectOfType <WorldDataHandler>(); }
private void OnEnable() { worldDataHandler = FindObjectOfType <WorldDataHandler>(); Setup(); }
private void OnEnable() { worldDataHandler = FindObjectOfType <WorldDataHandler>(); errorText.text = ""; }
private void Awake() { worldDataHandler = FindObjectOfType <WorldDataHandler>(); }