public static void Interpret(IPEndPoint source, Message message, NetworkMessage network) { NetworkCommon networkCommon = GameObject.FindObjectOfType <Network> ().NetworkCommon; switch (network.Message) { case NetworkMessage.MessageValue.CONNECT: if (networkCommon is NetworkServer && networkCommon.ID == message.DestID) { (networkCommon as NetworkServer).Send(source, MessageTranslator.ToByteArray( createMessage(networkCommon.ID, message.SourceID, NetworkMessage.MessageValue.CONNECTED))); networkCommon.Connected = true; Application.LoadLevel(1); } break; case NetworkMessage.MessageValue.CONNECTED: if (networkCommon is NetworkClient && networkCommon.ID == message.DestID) { networkCommon.Connected = true; Application.LoadLevel(1); } break; } }
public static void Send(GameplayMessage.MessageValue messageValue, int id, Vector2 delta, Vector3 originalPosition) { Network network = GameObject.FindObjectOfType <Network>(); if (network == null) { return; } NetworkCommon networkCommon = network.NetworkCommon; if (networkCommon == null) { return; } Message m = createMessage(networkCommon.ID, 1 - networkCommon.ID, messageValue, id, delta, originalPosition); if (networkCommon is NetworkClient) { (networkCommon as NetworkClient).Send(null, MessageTranslator.ToByteArray(m)); } else { (networkCommon as NetworkServer).Broadcast(MessageTranslator.ToByteArray(m)); } }
private void ClientConnection() { if (!NetworkCommon.Connected) { Invoke("ClientConnection", .1f); } NetworkCommon.Send(null, MessageTranslator.ToByteArray( NetworkTranslator.createMessage(NetworkCommon.ID, 1 - NetworkCommon.ID, NetworkMessage.MessageValue.CONNECT) )); }
public static byte[] ToByteArray(NetworkMessage message) { return(MessageTranslator.ToByteArray <NetworkMessage>(message)); }
private static byte[] ToByteArray(GameplayMessage message) { return(MessageTranslator.ToByteArray <GameplayMessage>(message)); }