public SendQueuedMessagesSystem(Contexts contexts) { networking = contexts.networking; entities = networking.GetGroup( NetworkingMatcher.AllOf(NetworkingMatcher.OutgoingMessages, NetworkingMatcher.Connection) ); }
public ComposeInputStateUpdateMessageSystem(Contexts contexts) { networking = contexts.networking; servers = networking.GetGroup( NetworkingMatcher.AllOf(NetworkingMatcher.Server, NetworkingMatcher.OutgoingMessages) ); input = contexts.input; }
public ComposeGameStateUpdateMessageSystem(Contexts contexts) { networking = contexts.networking; game = contexts.game; entitiesToTrack = contexts.game.GetGroup(GameMatcher.ChangeFlags); clients = networking.GetGroup( NetworkingMatcher.AllOf(NetworkingMatcher.Client, NetworkingMatcher.OutgoingMessages) ); }
protected override IGroup <NetworkingEntity> GetMessageSources(IContext <NetworkingEntity> context) { return(context.GetGroup( NetworkingMatcher.AllOf(NetworkingMatcher.Server, NetworkingMatcher.IncomingMessages) )); }