void OnDestroy()
            {
                _logDbgMsg("Destroy");

                if (_mInstance == this)
                {
                    _mGameSenseWrkShouldRun = false;
                    _mInstance = null;
                }
            }
示例#2
0
        static void csClient_OnConnectionStateChanged(object sender, KDF.ClientEventArgs.ConnectionStateChangedEventArgs e)
        {
            GSClient client = (GSClient)sender;

            if (e.Connected && !e.LoggedIn)
            {
                client.Login();
            }
            else if (e.Connected && e.LoggedIn)
            {
                client.JoinRoom();
            }
        }
示例#3
0
        public PokerGame(GSClient CardClient)
        {
            _client = CardClient.Client;

            GameServerClient = CardClient;
            GameServerClient.OnConnectionStateChanged += CardserverClient_OnConnectionStateChanged;
            GameServerClient.OnModuleReceived         += CardserverClient_OnModuleReceived;
            GameServerClient.Connect(GameServerClient.ServerHost, GameServerClient.ServerPort, _client.ProxyHost, _client.ProxyPort);

            Hand      = new List <PokerCard>();
            HoleCards = new List <PokerCard>();
            Players   = new List <PokerPlayer>();

            ClientPlayer = new PokerPlayer();
        }
示例#4
0
        void _cardClient_OnConnectionStateChanged(object sender, ConnectionStateChangedEventArgs e)
        {
            GSClient client = (GSClient)sender;

            tbxLog.AppendText(string.Format("The connectionstate of CardServer-Client changed, the client is {0} connected and {1} logged in\r\n", client.Connected ? "" : "not", client.LoggedIn ? "" : "not"));

            if (e.Connected && !e.LoggedIn)
            {
                client.Login();
            }
            else if (e.Connected && e.LoggedIn)
            {
                client.JoinRoom();
            }
        }
示例#5
0
        public HandlerTest()
        {
            redBlue = new GSGradientColor()
            {
                From = red, To = blue
            };
            blueGreen = new GSGradientColor()
            {
                From = blue, To = green
            };

            gSClient = new GSClient(programName);
            //gSClient.SendCommand(builder => builder.Program.Unregister());

            _gSHandler = new GSHandler()
            {
                Mode = mode, Zone = zone
            };
        }
            // Initialization
            void Awake()
            {
#if (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX) && !SS_GAMESENSE_DISABLED
                if (_mInstance == null)
                {
                    // update the static reference
                    _mInstance = this;
                }
                else
                {
                    // no other instances should exist
                    _logWarning("Another GameSense client script is getting instantiated. Only a single instance should exist at any time");
                    Destroy(this.gameObject);
                    return;
                }

                // need to survive scene loading
                DontDestroyOnLoad(this.gameObject);

                // initialize
                _mSerializer            = new FullSerializer.fsSerializer();
                _mMsgQueue              = new LocklessQueue <QueueMsg>(_MsgQueueSize);
                _mGameSenseWrk          = new System.Threading.Thread(_gamesenseWrk); // check for exceptions
                _mGameSenseWrkShouldRun = true;
                _setClientState(ClientState.Probing);

                try {
                    _mGameSenseWrk.Start();

                    // add events if the script is attached to GameSenseManager prefab
                    if (gameObject.name.Equals(_GameSenseObjName))
                    {
                        _addGUIDefinedEvents();
                    }
                } catch (System.Exception e) {
                    _logException("Could not start the client thread", e);
                    _setClientState(ClientState.Inactive);
                }
#endif  // (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX) && !SS_GAMESENSE_DISABLED
            }
 /// <summary>
 /// Initialisiert eine neue Instanz der GameServerConnectionStateChangedEventArg-Klasse.
 /// </summary>
 /// <param name="csClient">Instanz des GameServer Clients</param>
 public GameServerConnectionEventArgs(GSClient csClient)
 {
     _csClient = csClient;
 }
示例#8
0
 public GSClientTest()
 {
     _client = new GSClient(_programName);
 }
示例#9
0
 public GSCommandTest()
 {
     gSClient = new GSClient(programName);
 }