protected override void OnUnbindedFromSession() { SessionInterface.OnConnectionAdded -= OnConnectionAdded; SessionInterface.OnConnectionRemoved -= OnConnectionRemoved; SessionInterface.UnregisterNetMessageReceiver <NetMessageClientHello>(OnClientHello); _serverSession = null; }
public override void OnGameAwake() { base.OnGameAwake(); _session = OnlineService.ServerInterface.SessionServerInterface; _session.RegisterNetMessageReceiver <NetMessageChatMessageSubmission>(OnNetMessageChatMessageSubmission); }
protected override void OnBindedToSession() { _serverSession = (SessionServerInterface)SessionInterface; SessionInterface.OnConnectionAdded += OnConnectionAdded; SessionInterface.OnConnectionRemoved += OnConnectionRemoved; SessionInterface.RegisterNetMessageReceiver <NetMessageClientHello>(OnClientHello); }
protected override void OnDestroy() { base.OnDestroy(); _session?.UnregisterNetMessageReceiver <NetMessageChatMessageSubmission>(OnNetMessageChatMessageSubmission); _session = null; }
protected override void OnCreate() { base.OnCreate(); _session = OnlineService.ServerInterface.SessionServerInterface; _session.RegisterNetMessageReceiver <NetMessageRequestSimSync>(OnSimSyncRequest); _simWorldSystem = World.GetOrCreateSystem <SimulationWorldSystem>(); _tickSystem = World.GetOrCreateSystem <TickSimulationSystem>(); _constructTickSystem = World.GetOrCreateSystem <ConstructSimulationTickSystem>(); }
void OnSessionCreationComplete(bool success, string message) { IsCreatingSession = false; if (success) { SessionInterface = new SessionServerInterface(_network); } _onSessionCreatedCallback?.Invoke(success, message); }
public override void OnGameAwake() { base.OnGameAwake(); _session = OnlineService.ServerInterface?.SessionServerInterface; _session.RegisterNetMessageReceiver <NetMessagePlayerAssets>(OnAssetUpdatedByClient); _session.OnConnectionAdded += OnClientConnectionAdded; foreach (var connection in _session.Connections) { OnClientConnectionAdded(connection); } }
public SimulationSyncFromDiskServerOperation(SessionServerInterface sessionInterface, INetworkInterfaceConnection clientConnection, World simulationWorld) { _client = clientConnection; _sessionInterface = sessionInterface; _simulationWorld = simulationWorld; }