// Function for sending a spawn request to the server from a client public bool RequestSpawn(int x, int y, int z) { if (!isHost) { BuildCoder encoder = new BuildCoder(52); encoder.AddCube(x, y, z); Send(hostId, myReliableChannelId, encoder.getArray()); // Send message to VR server return(true); } return(false); }
// Send spawn command to AR players public void SendSpawn(int x, int y, int z) { BuildCoder encoder = new BuildCoder(52); encoder.AddCube(x, y, z); Debug.Log("There are now " + encoder.getCount() + " items"); foreach (KeyValuePair <int, GameObject> player in ARPlayers) { Send(player.Key, myReliableChannelId, encoder.getArray()); // Send serialized information down the reliable channel } }
void Update() { if (networkInitialised) { int recHostId; // Own id int connectionId; // sender Id int channelId; // channel Id int bufferSize = 52; // buffer size byte[] recBuffer = new byte[bufferSize]; //Receiving buffer int dataSize; //data size byte error; // error byte NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error); switch (recData) { case NetworkEventType.Nothing: break; case NetworkEventType.ConnectEvent: //AR connects Debug.Log("Connection request from id: " + connectionId + " Received"); //if a connection is received and this is the host, then handle the connection if (isHost) { HandleConnect(connectionId); } break; //if data is received case NetworkEventType.DataEvent: Debug.Log("Data Received"); //create coder for the purpose of decoding BuildCoder decoder = new BuildCoder(recBuffer); if (channelId == myReliableChannelId) { for (int i = 0; i < decoder.getCount(); i++) { int x = decoder.GetX(i); int y = decoder.GetY(i); int z = decoder.GetZ(i); if (!grid.CubeExists(x, y, z)) { grid.AddCube(x, y, z, 0.0f, 0.0f); if (isHost) { SendSpawn(x, y, z); } } } } else { // It's info on AR player pos HandleARPosition(connectionId, decoder.GetPosition(1), decoder.GetRotation(1)); } break; case NetworkEventType.DisconnectEvent: //AR disconnects HandleClientDisconnect(connectionId); Debug.Log("Disconnect Received"); break; } } }