// Quand un joueur se connecte, cette fonction est déclenchée sur le host public override void OnServerConnect(NetworkConnection conn) { Debug.Log("Un client s'est connecté !" + conn.connectionId); Debug.Log("Envoi de la seed ! " + this.seed); SeedMessage msg = new SeedMessage(); msg.seed = this.seed; msg.clientId = NetworkServer.connections.Count; NetworkServer.SendToClient(conn.connectionId, MyMsgType.Seed, msg); }
// Quand le joueur reçoit un seed du host public void OnSeed(NetworkMessage netMsg) { SeedMessage msg = netMsg.ReadMessage <SeedMessage>(); Debug.Log("Réception de la seed: " + msg.seed); Debug.Log("clientId assigné: " + msg.clientId); this.seed = msg.seed; this.clientId = msg.clientId; GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>().genererTerrain(seed); }
public IActionResult SendNewSMS([FromBody] SeedMessage data) { _logger.LogInformation("Starting message send"); // In a production environment this input needs to be sanatised, but I am not going to do it for this exercise IWorker worker = new ClickatellWrapperClient("ahtBtY72SJOsbrTZJu-SOg=="); if (!worker.IsInitialized) { worker.Init(); } SendMessageToAPI(worker, "27813457008", data.msg); using (var connection = new MySqlConnection(conString)) { connection.Open(); MySqlCommand command = new MySqlCommand("Insert into smsLOG (sms_date, sms_msg, sms_number) values ('" + new DateTimeOffset(DateTime.UtcNow).ToUnixTimeSeconds() + "','" + data.msg + "','27813457008')", connection); command.ExecuteReader(); } return(Content("Your message was added to the send queue.")); }