private void _authenticationClient_OnIncomingDataReceived(RipsawClient.RipsawClient Client, RipsawClient.DataReader DataReader, ref byte[] BufferData) { string incomingMessage = ""; while ((incomingMessage = DataReader.IncomingStringParse(ref BufferData)) != "") { XmlDocument xml = new XmlDocument(); xml.LoadXml(incomingMessage); string messageType = xml.ChildNodes[0].ChildNodes[0].InnerText; Debug.Log(messageType); switch (messageType) { case "Warning": StatusTextChange(xml.ChildNodes[0].ChildNodes[1].InnerText); break; case "Login": _accountID = Convert.ToInt64(xml.ChildNodes[0].ChildNodes[1].ChildNodes[0].InnerText); _accountGuid = new Guid(xml.ChildNodes[0].ChildNodes[1].ChildNodes[1].InnerText); _isLoggedIn = true; _isLoggedInChanged = true; break; case "Register": StatusTextChange("Account registered..."); break; } } }
private void _gameServerClient_OnIncomingDataReceived(RipsawClient.RipsawClient Client, RipsawClient.DataReader DataReader, ref byte[] BufferData) { string incomingMessage = ""; while ((incomingMessage = DataReader.IncomingStringParse(ref BufferData)) != "") { XmlDocument xml = new XmlDocument(); xml.LoadXml(incomingMessage); string messageType = xml.ChildNodes[0].ChildNodes[0].InnerText; Debug.Log(messageType); XmlNodeList nodeList; switch (messageType) { case "DeckList": nodeList = xml.ChildNodes[0].ChildNodes[2].ChildNodes; for (int i = 0; i < nodeList.Count; i++) { //listBox1.Invoke((Action)delegate { listBox1.Items.Add(nodeList[i].ChildNodes[1].InnerText + " (" + nodeList[i].ChildNodes[0].InnerText + ")"); }); } _deckList.SetActive(true); break; case "GameStart": break; } } }
private void _gameServerClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { switch (ConnectionStatus) { case RipsawClient.eConnectionStatus.Failed: Debug.Log("Test client failed to connect to the game server... --> Retrying..."); _gameServerClient.Connect("ripsawstudios.ddns.net", 39451); break; case RipsawClient.eConnectionStatus.Disconnected: Debug.Log("Test client disconnected from the game server... --> Retrying..."); _gameServerClient.Connect("ripsawstudios.ddns.net", 39451); break; case RipsawClient.eConnectionStatus.Connecting: Debug.Log("Test client attempting connection to the game server..."); break; case RipsawClient.eConnectionStatus.Connected: Debug.Log("Test client connected successfully to the game server..."); _gameServerClient.Send("<RipsawMessage><MessageType>DeckList</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true); //_gameForm = new GameForm(_gameServerClient, _account, _gameID); //this.Invoke((Action)delegate { InvokeShowGameForm(); }); break; } }
private void _loadBalancerClient_OnIncomingDataReceived(RipsawClient.RipsawClient Client, RipsawClient.DataReader DataReader, ref byte[] BufferData) { string incomingMessage = ""; while ((incomingMessage = DataReader.IncomingStringParse(ref BufferData)) != "") { XmlDocument xml = new XmlDocument(); xml.LoadXml(incomingMessage); string messageType = xml.ChildNodes[0].ChildNodes[0].InnerText; Debug.Log(messageType); switch (messageType) { case "Warning": StatusTextChange(xml.ChildNodes[0].ChildNodes[1].InnerText); break; case "ServerList": //THIS CONTAINS ALL THE REGISTERED LOBBY/SPIN UP SERVERS --- FOR TESTING WE WILL JUST CONNECT TO THE FIRST ONE XmlNodeList nodes = xml.ChildNodes[0].ChildNodes[1].ChildNodes; for (int i = 0; i < nodes.Count; i++) { string IP = nodes[i].ChildNodes[0].InnerText; int port = Convert.ToInt32(nodes[i].ChildNodes[1].InnerText); //let's connect to the first one here... _spinUpClient.OnConnectionChanged += _spinUpClient_OnConnectionChanged;; _spinUpClient.OnIncomingDataReceived += _spinUpClient_OnIncomingDataReceived;; _spinUpClient.Connect(IP, port); break; } break; } } }
private void _loadBalancerClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { StatusTextChange("Load Balancing Server: " + ConnectionStatus.ToString()); switch (ConnectionStatus) { case RipsawClient.eConnectionStatus.Connected: _loadBalancerClient.Send("<RipsawMessage><MessageType>ServerList</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true); break; } }
private void _spinUpClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { StatusTextChange("Game Server: " + ConnectionStatus.ToString()); switch (ConnectionStatus) { case RipsawClient.eConnectionStatus.Connected: _spinUpClient.Send("<RipsawMessage><MessageType>ServerConnection</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true); _statusTextControl.gameObject.SetActive(false); _lobbyMenu.SetActive(true); break; } }
private void _spinUpClient_OnIncomingDataReceived(RipsawClient.RipsawClient Client, RipsawClient.DataReader DataReader, ref byte[] BufferData) { string incomingMessage = ""; while ((incomingMessage = DataReader.IncomingStringParse(ref BufferData)) != "") { XmlDocument xml = new XmlDocument(); xml.LoadXml(incomingMessage); string messageType = xml.ChildNodes[0].ChildNodes[0].InnerText; Debug.Log(messageType); switch (messageType) { case "CardLoaded": //this only comes for certain account types... break; case "CardAddedToAccount": break; case "ResourceList": case "SetList": case "RarityList": case "CardList": case "CardSaveUpdate": //cardCreatorForm.ParseMessage(xml); break; case "PackList": case "PackAdded": case "PackOpen": //packForm.ParseMessage(xml); break; case "CardListAccount": case "DeckSaveUpdate": case "DeckList": case "DeckLoad": //deckForm.ParseMessage(xml); break; case "Matchmaking": break; case "MatchMakingAccountAdded": Debug.Log("Account added into matchmaking..."); break; case "MatchMakingAccountRemoved": //AddText("Account removed from matchmaking..."); break; case "GameCreated": ////a game has been created, and we now have the ip and port of the game server we need to connect to... //AddText("Game Server ready for connection... " + xml.ChildNodes[0].ChildNodes[1].ChildNodes[0].InnerText + " : " + xml.ChildNodes[0].ChildNodes[1].ChildNodes[1].InnerText); _lobbyMenu.SetActive(false); long _gameID = Convert.ToInt64(xml.ChildNodes[0].ChildNodes[2].ChildNodes[0].InnerText); Debug.Log(_gameID); ////let's kill off any previous events if they had them _gameServerClient.OnIncomingDataReceived -= _gameServerClient_OnIncomingDataReceived; _gameServerClient.OnConnectionChanged -= _gameServerClient_OnConnectionChanged; //_gameServerClient.Disconnect(); ////add new events //_gameServerClient.OnIncomingDataReceived += _gameServerClient_OnIncomingDataReceived; //_gameServerClient.OnConnectionChanged += _gameServerClient_OnConnectionChanged; //_gameServerClient.Connect(xml.ChildNodes[0].ChildNodes[1].ChildNodes[0].InnerText, Convert.ToInt32(xml.ChildNodes[0].ChildNodes[1].ChildNodes[1].InnerText)); break; } } }
private void _authenticationClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { Debug.Log(ConnectionStatus.ToString()); StatusTextChange("Authentication Server: " + ConnectionStatus.ToString()); }