private void OnGameMessageReceived(GameMessageBase message) { if (!_exeptGameTypes.Contains(message.Type)) { ShowMsg(message.Type.ToString(), message.ClientId, "yellow"); } }
public void SendToPlayer(GameMessageBase message, int connectionId) { #if NETWORK_DEBUG DevLogger.Log("SendToPlayer: " + connectionId + " " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented)); #endif NetworkServer.SendToClient(connectionId, (short)message.Type, message); }
private void OnMsgReceived(GameMessageBase message) { switch (message.Type) { case GameMsgType.OpponentRespawn: OnOponentTankRespawn(message as TankRespawnMsg); break; case GameMsgType.UnitMoved: OnUnitMoved(message as UnitMovedMsg); break; case GameMsgType.Died: OnOponentDied(message as TankDiedMsg); break; case GameMsgType.BulletStarted: OnOponentBulletStarted(message as BulletStartedMsg); break; case GameMsgType.TankStateUpdate: OnOpponentUpdateState(message as TankStateUpdateMsg); break; case GameMsgType.PickupGameItem: OnPickupGameItem(message as PickUpGameItemMsg); break; case GameMsgType.CreateDropItem: OnDropItem(message as CreateDropItemMsg); break; } }
public void SendToAll(GameMessageBase message) { #if NETWORK_DEBUG DevLogger.Log("SendToAll: " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented)); #endif NetworkServer.SendToAll((short)message.Type, message); }
public void Send(GameMessageBase message) { message.ClientId = _currentClient.connection.connectionId; _currentClient.Send((short)message.Type, message); #if NETWORK_DEBUG DevLogger.Log("Send GameMessageBase: " + message.Type + " body: \n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented)); #endif }
private void OnGameMessageReceive(NetworkMessage msg) { GameMessageBase gameMessage = NetworkingUtil.ReadGameMessage(msg); #if NETWORK_DEBUG DevLogger.Log("OnGameMessageReceive received: " + gameMessage.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(gameMessage, Newtonsoft.Json.Formatting.Indented)); #endif GameMsgReceived.SafeRaise(gameMessage); }
protected override void OnGameMsgReceived(GameMessageBase message) { if (message is GameUnitMessageBase) { (message as GameUnitMessageBase).UnitId = Model.UnitsInBattle[message.ClientId].UnitId; } if (message is ConnectToBattleRequestMsg) { OnConnectedToBattleRequest(message as ConnectToBattleRequestMsg); } }
protected override void OnGameMsgReceived(GameMessageBase message) { switch (message.Type) { case GameMsgType.UnitDestroy: OnTankDied(message as UnitDestroyMessage); break; case GameMsgType.PickupGameItem: OnPickUpItem(message as PickUpGameItemMsg); break; } }
protected override void OnGameMsgReceived(GameMessageBase message) { switch (message.Type) { case GameMsgType.UnitPosition: OnUnitPositionUpdate(message as UnitPositionMessage); break; case GameMsgType.UnitDestroy: OnUnitDestroy(message as UnitDestroyMessage); break; } }
public void SendToAllExcept(GameMessageBase message, int exceptConnectionId) { var connections = NetworkServer.connections; foreach (var connection in connections) { if (connection != null && connection.connectionId != exceptConnectionId) { NetworkServer.SendToClient( connection.connectionId, (short)message.Type, message); } } }
protected override void OnGameMsgReceived(GameMessageBase message) { var unitMessage = message as UnitMessageBase; if (unitMessage != null) { unitMessage.UnitId = Model.GetBattlePlayer(unitMessage.ClientId).UnitId; } var connectMessage = message as ConnectToBattleRequestMsg; if (connectMessage != null) { OnConnectedToBattleRequest(connectMessage); } }
public void SendToAllExcept(GameMessageBase message, int exceptConnectionId) { #if NETWORK_DEBUG DevLogger.Log("SendToAllExcept " + exceptConnectionId + " " + message.Type + "\n" + Newtonsoft.Json.JsonConvert.SerializeObject(message, Newtonsoft.Json.Formatting.Indented)); #endif foreach (var connection in NetworkServer.connections) { if (connection != null && connection.connectionId != exceptConnectionId) { NetworkServer.SendToClient( connection.connectionId, (short)message.Type, message); } } }
protected override void OnGameMsgReceived(GameMessageBase message) { switch (message.Type) { case GameMsgType.UnitMoved: UpdateTankPos(message as UnitMovedMsg); break; case GameMsgType.TankStateUpdate: UpdatTankState(message as TankStateUpdateMsg); break; case GameMsgType.Died: OnTankDied(message as TankDiedMsg); break; default: Server.SendToAllExept(message, message.ClientId); break; } }
private void OnGameMsgReceived(GameMessageBase message) { if (message.Type == GameMsgType.ConnectToBattleAnswer) { var answer = message as ConnectToBattleAnswerMsg; if (answer.IsCanConnect) { RespawnPlayer(answer.Player.Position, answer.Player.EquippedItemsTypes); foreach (var dropItem in answer.DropedItems) { Context.PickUpManager.DropItem(dropItem.CatalogId, dropItem.WorldId, dropItem.Pos); } ApplyState <GameIdleOnlineState>(answer.Oponents); } else { ScheduledUpdate(1f, false); } } }
protected abstract void OnGameMsgReceived(GameMessageBase message);
public void SendToAll(GameMessageBase message) { NetworkServer.SendToAll((short)message.Type, message); }
public void SendToPlayer(GameMessageBase message, int connectionId) { NetworkServer.SendToClient(connectionId, (short)message.Type, message); }
public void Send(GameMessageBase message) { message.ClientId = _currentClient.connection.connectionId; _currentClient.Send((short)message.Type, message); }
/// <summary> /// Called before any message processing takes place /// </summary> public virtual void PreProcess(NetworkConnection sentBy, GameMessageBase b) { b.Process(sentBy); }