private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var rpcData = default(RpcLevelLoaded); rpcData.Deserialize(ref parameters.Reader); parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, new PlayerStateComponentData()); parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, default(NetworkStreamInGame)); parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, default(GhostConnectionPosition)); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var rpcData = default(RpcPlayerSetup); rpcData.Deserialize(parameters.Reader, ref parameters.ReaderContext); parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, new PlayerSettingsComponent { CharacterType = rpcData.CharacterType, TeamId = rpcData.TeamId, PlayerName = rpcData.PlayerName }); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var rpcData = default(RpcChatMessage); rpcData.Deserialize(parameters.Reader, ref parameters.ReaderContext); var req = parameters.CommandBuffer.CreateEntity(parameters.JobIndex); parameters.CommandBuffer.AddComponent(parameters.JobIndex, req, new IncomingChatMessageComponent { Message = rpcData.Message, Connection = parameters.Connection }); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var rpcData = default(RpcRemoteCommand); rpcData.Deserialize(ref parameters.Reader); var req = parameters.CommandBuffer.CreateEntity(parameters.JobIndex); parameters.CommandBuffer.AddComponent(parameters.JobIndex, req, new IncomingRemoteCommandComponent { Command = rpcData.Command, Connection = parameters.Connection }); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var rpcData = default(RpcInitializeMap); rpcData.Deserialize(parameters.Reader, ref parameters.ReaderContext); var ent = parameters.CommandBuffer.CreateEntity(parameters.JobIndex); parameters.CommandBuffer.AddComponent(parameters.JobIndex, ent, new ActiveStateComponentData { MapName = rpcData.MapName }); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { var serializedData = default(ClientIdRpcCommand); serializedData.Deserialize(ref parameters.Reader); var entity = parameters.CommandBuffer.CreateEntity(parameters.JobIndex); parameters.CommandBuffer.AddComponent(parameters.JobIndex, entity, new ReceiveRpcCommandRequestComponent { SourceConnection = parameters.Connection }); parameters.CommandBuffer.AddComponent(parameters.JobIndex, entity, serializedData); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent<MissileTargetChangedRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <PowerupSlotChangedRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <SetServerVars>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <SimpleRpcCommand>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <ConfirmConnectionRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <CountdownStartedRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, new PlayerReadyComponent()); parameters.CommandBuffer.AddComponent(parameters.JobIndex, parameters.Connection, new NetworkStreamInGame()); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <LeoPlayerGameStatus>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <PlayerFinishedRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <ServerGameOverSystemController>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <GoInGameRequest>(ref parameters); }
private static void InvokeExecute(ref RpcExecutor.Parameters parameters) { RpcExecutor.ExecuteCreateRequestComponent <RaceInformationRequest>(ref parameters); }