public void Setup(bool is_host)
 {
     this.is_host = is_host;
     GameObject.Find("Join/Host").SetActive(false);
     SetupVariables();
     if(is_host) {
         socket = Host_Actions.Host();
         //			Debug_View_Mediator.Setup_Debug();
         socket.connected += delegate {
             ServerWaiting();
         };
         socket.playerConnected += delegate {
             ServerWaiting();
         };
     } else {
         socket = Client_Actions.Connect();
         //			Debug_View_Mediator.Setup_Debug();
         socket.connected += delegate {
             socket.AddCustomDataReadEvent(EventHelper.GetEventId("ALL_CLIENTS_JOINED"), delegate (NetworkingPlayer arg1, NetworkingStream arg2) {
                 Debug_Console.i.add("All clients have joined");
                 Turn_Controller.instance.server_players = (Server_Player_Model) EasySerialization.EasyDeserialize<Server_Player_Model>(ref arg2);
                 state = 1;
             });
             manager.SetActive(true);
         };
     }
 }
 public void StartClient()
 {
     instance = this;
     socket = Networking.Connect(login_server_ip, login_server_port, Networking.TransportationProtocolType.UDP);
     socket.connected += delegate {
         Debug_Console.i.add("Connected");
         Networking.SetPrimarySocket(socket);
         RegisterEvents();
         MainThreadManager.Run(delegate {
             show_on_connect.SetActive(true);
         });
     };
 }
    public override void Setup(ref NetWorker socket)
    {
        base.Setup(ref socket);

        socket.AddCustomDataReadEvent(EventHelper.GetEventId("SERVER_REQUEST"), delegate {
            Debug_Console.i.add("sending server request");
        });

        //		socket.AddCustomDataReadEvent ("COMBAT_REGISTER", delegate {
        //			Debug_View_Mediator.i.add("sending combat register");
        //		});
        Debug_Console.i.add("Client controller setup");
    }
 public void StartServer()
 {
     socket = Networking.Host(login_server_port, Networking.TransportationProtocolType.UDP, 9999);
     socket.connected += delegate {
         Debug_Console.i.add("Connected");
         Networking.SetPrimarySocket(socket);
         RegisterEvents();
     };
     socket.playerConnected += delegate (NetworkingPlayer player) {
         Debug_Console.i.add("Player Connected");
         server_model.unverified.Add(new Login_Server_Player_Model(player.NetworkId, player.Ip));
     };
     socket.playerDisconnected += delegate (NetworkingPlayer player) {
         Debug_Console.i.add("Player Disconnected");
         server_model.RemoveUser(player.NetworkId);
     };
 }
    public override void Setup(ref NetWorker socket)
    {
        base.Setup(ref socket);
        socket.AddCustomDataReadEvent(EventHelper.GetEventId("SERVER_REQUEST"), ReadRequest);
        //		socket.AddCustomDataReadEvent ("COMBAT_REGISTER", ReadCombatRegister);

        SmartObject obj = new SmartObject();
        SmartObject add = new SmartObject();
        Client_Model[] players = Turn_Controller.instance.server_players.players.ToArray();
        int entity_count = 0;
        for(int i = 0; i < players.Length; i++) {
            Entity_Model_Army army = Entity_Model_Army.GenerateRandomArmy(ref players[i], 2);
            for(int i2 = 0; i2 < army.entity_army.Length; i2++) {
                add.AddEntity("Entity_" + entity_count, army.entity_army[i2]);
                entity_count++;
            }
        }
        Debug_Console.i.add("Host controller setup");
        add.AddInt("length", entity_count);
        obj.AddSmartObject("Additions", add);
        BMSByte bms_byte = EasySerialization.EasySerialize(obj);
        StartCoroutine("Delayed", bms_byte);
    }
			/// <summary>
			/// Gets the updated frame of a given type, number, target value, and current value
			/// </summary>
			/// <param name="type">Type of frame we want to update</param>
			/// <param name="frameNumber">The frame number of what the server is</param>
			/// <param name="value">The target value of the server</param>
			/// <param name="currentValue">The current value of the client</param>
			/// <returns></returns>
			public Vector3 UpdateFrame(NetWorker owningNetworker, AuthoritativeFrameType type, Vector3 currentValue, byte serverFrame, Vector3 serverValue, ref Vector3 previousValue)
			{
				switch (type)
				{
					case AuthoritativeFrameType.Position:
						if (!_trackPos)
							return currentValue;
						break;
					case AuthoritativeFrameType.Rotation:
						if (!_trackRotation)
							return currentValue;
						break;
					case AuthoritativeFrameType.Scale:
						if (!_trackScale)
							return currentValue;
						break;
				}
				//ADD/UPDATE CLIENT FRAME
				HandleClient(type, currentValue, ref previousValue);
				
				return FinishFrame(owningNetworker, type, currentValue, serverFrame, serverValue);
			}
示例#7
0
		/// <summary>
		/// This method is called when the host server button is clicked
		/// </summary>
		public void StartServer()
		{
			// Create a host connection
			socket = Networking.Host((ushort)port, protocolType, playerCount, IsWinRT);

			if (socket is CrossPlatformUDP)
			{
				((CrossPlatformUDP)socket).packetDropSimulationChance = packetDropSimulationChance;
				((CrossPlatformUDP)socket).networkLatencySimulationTime = networkLatencySimulationTime;
			}

			if (!string.IsNullOrEmpty(masterServerIp))
			{
				socket.connected += delegate()
				{
					ForgeMasterServer.RegisterServer(masterServerIp, (ushort)port, playerCount, "My Awesome Game Name", "Deathmatch", "Thank you for your support!", sceneName: sceneName);
				};

				socket.playerConnected += UpdatePlayerCount;
				socket.playerDisconnected += UpdatePlayerCount;
			}

			Go();
		}
示例#8
0
		public void TCPLocal()
		{
			socket = Networking.Connect("127.0.0.1", (ushort)port, protocolType, IsWinRT);
			Go();
		}
示例#9
0
		/// <summary>
		/// Tells the client to change their scene to the given scene.  This is often called
		/// after the server has changed to that scene to ensure that the server will always
		/// load up the scene before the client does
		/// </summary>
		/// <param name="netWorker">The current <see cref="NetWorker"/> that will be sending the message</param>
		/// <param name="targetPlayer">The particular player that will be receiving this message</param>
		/// <param name="sceneName">The name of the scene in which the client should load</param>
		public static void ChangeClientScene(NetWorker netWorker, NetworkingPlayer targetPlayer, string sceneName)
		{
			if (!netWorker.IsServer) throw new NetworkException("Only the server can call this method, the specified NetWorker is not a server");

			BMSByte data = new BMSByte();
			data.Clone(Encryptor.Encoding.GetBytes(sceneName));
			data.InsertRange(0, new byte[1] { 2 });
			netWorker.WriteRaw(targetPlayer, data);
		}
示例#10
0
		/// <summary>
		/// TODO
		/// </summary>
		/// <param name="id">Unique identifier to be used</param>
		/// <param name="netWorker">The NetWorker(Socket) to write with</param>
		/// <param name="data">Data to send over</param>
		/// <param name="reliableUDP">If this be a reliable UDP</param>
		public static void WriteCustom(string id, NetWorker netWorker, BMSByte data, NetworkingPlayer target, bool reliableUDP = false)
		{
			if (!netWorker.IsServer)
				throw new NetworkException("Currently this overload of WriteCustom is only supported being called on the server.");

			if (netWorker is CrossPlatformUDP)
			{
				netWorker.Write(id, target, new NetworkingStream().Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, NetworkReceivers.Others, reliableUDP, id
				), reliableUDP);
			}
			else
			{
				netWorker.Write(target, new NetworkingStream().Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, NetworkReceivers.Others, reliableUDP, id
				));
			}
		}
示例#11
0
		/// <summary>
		/// Write a custom raw byte message with a 1 byte header across the network
		/// </summary>
		/// <param name="id"></param>
		/// <param name="netWorker"></param>
		/// <param name="data"></param>
		public static void WriteRaw(NetWorker netWorker, BMSByte data)
		{
			if (data == null)
			{
				netWorker.ThrowException(new NetworkException(1000, "The data being written can not be null"));
				return;
			}

			if (data.Size == 0)
			{
				netWorker.ThrowException(new NetworkException(1001, "The data being sent can't be empty"));
				return;
			}

			data.InsertRange(0, rawTypeIndicator);
			netWorker.WriteRaw(data);
		}
		/// <summary>
		/// Call an RPC method with a NetWorker(Socket) and arguments
		/// </summary>
		/// <param name="methodName">Method(Function) name to call</param>
		/// <param name="socket">The NetWorker(Socket) being used</param>
		/// <param name="arguments">Extra parameters passed in</param>
		public void RPC(string methodName, NetWorker socket, params object[] arguments)
		{
			RPC(methodName, socket, NetworkReceivers.All, arguments);
		}
		/// <summary>
		/// Call an Unreliable RPC method on a NetWorker(Socket) with receivers and arguments
		/// </summary>
		/// <param name="methodName">Method(Function) name to call</param>
		/// <param name="socket">The NetWorker(Socket) being used</param>
		/// <param name="receivers">Who shall receive the RPC</param>
		/// <param name="arguments">The RPC function parameters to be passed in</param>
		public void URPC(string methodName, NetWorker socket, NetworkReceivers receivers, params object[] arguments)
		{
			MethodInfo rpc = GetStreamRPC(methodName, receivers, arguments);

			if (socket is CrossPlatformUDP)
				((CrossPlatformUDP)socket).Write("BMS_INTERNAL_Rpc_" + methodName, rpcNetworkingStream, false);
			else
				socket.Write(rpcNetworkingStream);

			if (socket.IsServer && receivers != NetworkReceivers.Others && receivers != NetworkReceivers.OthersBuffered && receivers != NetworkReceivers.OthersProximity)
				rpc.Invoke(this, arguments);
		}
		/// <summary>
		/// Used for the server to call an RPC method on a NetWorker(Socket) on a particular player
		/// </summary>
		/// <param name="methodName">Method(Function) name to call</param>
		/// <param name="socket">The NetWorker(Socket) being used</param>
		/// <param name="player">The NetworkingPlayer who will execute this RPC</param>
		/// <param name="arguments">The RPC function parameters to be passed in</param>
		public void AuthoritativeRPC(string methodName, NetWorker socket, NetworkingPlayer player, bool runOnServer, params object[] arguments)
		{
			MethodInfo rpc = GetStreamRPC(methodName, NetworkReceivers.All, arguments);

			if (socket is CrossPlatformUDP)
				((CrossPlatformUDP)socket).Write("BMS_INTERNAL_Rpc_" + methodName, player, rpcNetworkingStream, true);
			else
				socket.Write(player, rpcNetworkingStream);

			if (socket.IsServer && runOnServer)
			{
				CallOnMainThread(delegate(object[] args)
				{
					rpc.Invoke(this, arguments);
				});
			}
		}
		/// <summary>
		/// Setup the Simple Networked Monobehavior stack with a NetWorker, owner, network id, and owner id
		/// </summary>
		/// <param name="owningSocket">The NetWorker to be setup with</param>
		/// <param name="isOwner">If this object is the owner</param>
		/// <param name="networkId">The NetworkID for this Simple Networked Monobehavior</param>
		/// <param name="ownerId">The OwnerID for this Simple Networked Monobehavior</param>
		public virtual void Setup(NetWorker owningSocket, bool isOwner, ulong networkId, ulong ownerId)
		{
			if (owningSocket == null)
				ThrowNetworkerException();

			OwningNetWorker = owningSocket;
			IsOwner = isOwner;
			OwnerId = ownerId;
			NetworkedId = networkId;
			networkedBehaviors.Add(NetworkedId, this);

			if (OwningNetWorker.IsServer)
			{
				foreach (NetworkingPlayer player in OwningNetWorker.Players)
				{
					if (ownerId == player.NetworkId)
					{
						OwningPlayer = player;
						break;
					}
				}
			}
			else if (OwningNetWorker.Me != null && ownerId == OwningNetWorker.Me.NetworkId)
				OwningPlayer = OwningNetWorker.Me;

			NetworkStart();
		}
示例#16
0
		/// <summary>
		/// Write to the TCP given a NetWorker(Socket) with a stream of data
		/// </summary>
		/// <param name="socket">The NetWorker(Socket) to write with</param>
		/// <param name="stream">The stream of data to be written</param>
		public static void WriteTCP(NetWorker socket, NetworkingStream stream)
		{
			socket.Write(stream);
		}
示例#17
0
		/// <summary>
		/// TODO
		/// </summary>
		/// <param name="id">Unique identifier to be used</param>
		/// <param name="netWorker">The NetWorker(Socket) to write with</param>
		/// <param name="data">Data to send over</param>
		/// <param name="reliableUDP">If this be a reliable UDP</param>
		public static void WriteCustom(string id, NetWorker netWorker, BMSByte data, bool reliableUDP = false, NetworkReceivers recievers = NetworkReceivers.All)
		{
			if (netWorker is CrossPlatformUDP)
			{
				netWorker.Write(id, new NetworkingStream().Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, recievers, reliableUDP, id
				), reliableUDP);
			}
			else
			{
				netWorker.Write(new NetworkingStream().Prepare(
					netWorker, NetworkingStream.IdentifierType.Custom, null, data, recievers, reliableUDP, id
				));
			}
		}
示例#18
0
		public void StartClient()
		{
			socket = Networking.Connect(host, (ushort)port, protocolType, IsWinRT);
			Go();
		}
示例#19
0
		/// <summary>
		/// Allows the server to send a raw message to a particular player
		/// </summary>
		/// <param name="netWorker"></param>
		/// <param name="targetPlayer"></param>
		/// <param name="data"></param>
		public static void WriteRaw(NetWorker netWorker, NetworkingPlayer targetPlayer, BMSByte data)
		{
			data.InsertRange(0, new byte[1] { 1 });
			netWorker.WriteRaw(targetPlayer, data);
		}
		/// <summary>
		/// This method is called when the host server button is clicked
		/// </summary>
		public void StartServer()
		{
			// Create a host connection
			socket = Networking.Host((ushort)port, protocolType, playerCount, false);
			Go();
		}
示例#21
0
		/// <summary>
		/// Determine if a NetWorker(Socket) reference is connected, (Dumbly returns socket.Connected)
		/// </summary>
		/// <param name="socket">NetWorker(Socket) to be checked</param>
		/// <returns>True if the referenced NetWorker has established a connection</returns>
		public static bool IsConnected(NetWorker socket) { return socket.Connected; }
示例#22
0
		/// <summary>
		/// Used to assign the <see cref="Networking.PrimarySocket"/> object to the specified <see cref="NetWorker"/>
		/// </summary>
		/// <param name="netWorker">The NetWorker that will be the primary socket</param>
		public static void SetPrimarySocket(NetWorker netWorker)
		{
			PrimarySocket = netWorker;

			if (PrimarySocket is CrossPlatformUDP)
				PrimaryProtocolType = ProtocolType.UDP;
			else
				PrimaryProtocolType = ProtocolType.TCP;
		}
示例#23
0
		public void StartClient()
		{
			host = ipAddressInput.text;

			if (string.IsNullOrEmpty(host.Trim()))
			{
				Debug.Log("No ip address provided to connect to");
				return;
			}

			socket = Networking.Connect(host, (ushort)port, protocolType, IsWinRT);
			Go();
		}
示例#24
0
		/// <summary>
		/// Disconnect a player on a given NetWorker(Socket)
		/// </summary>
		/// <param name="socket">NetWorker(Socket) to be disconnected from</param>
		/// <param name="player">The player reference to disconnect</param>
		/// <exception cref="NetworkException">Thrown when the <see cref="NetWorker"/> on the specified port is not a server</exception>
		/// <example>
		/// // Disconnect the first player on the primary socket
		/// Networking.Disconnect(Networking.PrimarySocket, Networking.PrimarySocket.Players[0]);
		/// </example>
		public static void Disconnect(NetWorker socket, NetworkingPlayer player)
		{
			if (!socket.IsServer)
				throw new NetworkException("Disconnecting players can only be managed by the server, the NetWorker on the specified port is not a server");

			socket.Disconnect(player);
		}
示例#25
0
		public void StartClientLan()
		{
#if !NETFX_CORE
			System.Net.IPEndPoint endpoint = Networking.LanDiscovery((ushort)port, 5000, protocolType, IsWinRT);
#else
			IPEndPointWinRT endpoint = Networking.LanDiscovery((ushort)port, 5000, protocolType, IsWinRT);
#endif
			if (endpoint == null)
			{
				Debug.Log("No server found on LAN");
				return;
			}

			string ipAddress = string.Empty;
			ushort targetPort = 0;

#if !NETFX_CORE
			ipAddress = endpoint.Address.ToString();
			targetPort = (ushort)endpoint.Port;
#else
			ipAddress = endpoint.ipAddress;
			targetPort = (ushort)endpoint.port;
#endif

			socket = Networking.Connect(ipAddress, targetPort, protocolType, IsWinRT);
			Go();
		}
示例#26
0
		/// <summary>
		/// Disconnect the specified <see cref="NetWorker"/> (socket) and remove it from the <see cref="Networking.Sockets"/> lookup
		/// </summary>
		/// <param name="socket">The socket <see cref="NetWorker"/> to be shut down</param>
		public static void Disconnect(NetWorker socket)
		{
			ushort[] keys = new ushort[Sockets.Keys.Count];
			Sockets.Keys.CopyTo(keys, 0);
			for (int i = 0; i < keys.Length; i++)
			{
				if (Sockets[keys[i]] == socket)
				{
					socket.Disconnect();
					Sockets[keys[i]] = null;
					Sockets.Remove(keys[i]);
					break;
				}
			}
		}
		/// <summary>
		/// Setup this NetworkedMonoBehavior with the owner of this object along with the networked ID
		/// </summary>
		/// <param name="owningSocket">The socket that owns this object</param>
		/// <param name="isOwner">Is this the owner of this object</param>
		/// <param name="networkId">Network ID of who owns it</param>
		/// <param name="ownerId">The network identifyer for the player who owns this object</param>
		public override void Setup(NetWorker owningSocket, bool isOwner, ulong networkId, ulong ownerId, bool isSceneObject = false)
		{
			base.Setup(owningSocket, isOwner, networkId, ownerId, isSceneObject);

			bool foundServerAuthority = false, clientPrediction = false;

			foreach (NetworkedMonoBehavior behavior in GetComponents<NetworkedMonoBehavior>())
			{
				if (behavior.serverIsAuthority)
				{
					foundServerAuthority = true;
					clientPrediction = behavior.clientSidePrediction;
					break;
				}
			}

			if (rigidbodyRef != null)
			{
				if ((!OwningNetWorker.IsServer && foundServerAuthority && !clientPrediction) || (!IsOwner && !foundServerAuthority))
				{
					rigidbodyRef.constraints = RigidbodyConstraints.FreezeAll;
					rigidbodyRef.useGravity = false;
				}
			}

			if (isPlayer && OwningNetWorker.IsServer)
				serverTargetPlayer = OwningPlayer;

			if (turnedOffCollider)
			{
				if ((OwningNetWorker.IsServer && foundServerAuthority) || (IsOwner && !foundServerAuthority))
				{
					turnedOffCollider = false;
					colliderRef.enabled = true;
				}
			}
		}
示例#28
0
		/// <summary>
		/// Writes a <see cref="NetworkingStream"/> to a particular <see cref="NetWorker"/> directly to a player (if the port is a server)
		/// </summary>
		/// <param name="socket">NetWorker(Socket) to write with</param>
		/// <param name="player">Player to be written to server</param>
		/// <param name="stream">The stream of data to be written</param>
		/// <exception cref="NetworkException">Thrown when there is not a <see cref="NetWorker"/> on the supplied port</exception>
		/// <exception cref="NetworkException">Thrown when the <see cref="NetWorker"/> on the specified port is not a server</exception>
		public static void Write(NetWorker socket, NetworkingPlayer player, NetworkingStream stream)
		{
			if (!socket.IsServer)
				throw new NetworkException("Writing to particular players can only be done by the server, the NetWorker on the specified port is not a server");

			socket.Write(player, stream);
		}
			private Vector3 FinishFrame(NetWorker owningNetworker, AuthoritativeFrameType type, Vector3 currentValue, byte serverFrame, Vector3 serverValue)
			{
				bool frameFound = false;
				int iter = 0;
				Vector3 pos = currentValue;
				switch (type)
				{
					case AuthoritativeFrameType.Position:
						if (_posLastFrame != serverFrame)
						{
							_posLastFrame = serverFrame;
							_posTimeStamp = Time.time;
							
							if (_positionFrameHistory.Count > 0)
							{
								for (int i = _positionFrameHistory.Count - 1; i >= 0; --i)
								{
									if (_positionFrameHistory[i].Frame == serverFrame)
									{
										frameFound = true;
										iter = i;
										break;
									}
								}

								if (frameFound)
								{
									_positionFrameHistory.RemoveRange(0, iter);

									_positionFrameHistory[0].FrameActualValue = serverValue;
									_positionFrameHistory[0].FrameValue = Vector3.zero;

									if (_positionFrameHistory.Count > 1)
									{
										_positionFrameHistory[1].FramePrevious = _positionFrameHistory[0].FrameActualValue;
										_positionFrameHistory[1].UpdateDelta();
									}

									pos = serverValue;
									for (int i = 0; i < _positionFrameHistory.Count; ++i)
										pos += _positionFrameHistory[i].FrameValue; //Get the delta distance
								}
							}

							currentValue = pos;
						}
						else
						{
							if ((Time.time - _posTimeStamp) * 1000 > owningNetworker.PreviousServerPing + 100)
							{
								_posTimeStamp = Time.time;
								if (Vector3.Distance(currentValue, serverValue) > 0.1f)
								{
									currentValue = serverValue;
									_positionFrameHistory.Clear();
								}
							}
						}
						break;
					case AuthoritativeFrameType.Rotation:
						if (_rotLastFrame != serverFrame)
						{
							_rotLastFrame = serverFrame;
							_rotTimeStamp = Time.time;

							if (_rotationFrameHistory.Count > 0)
							{
								for (int i = _rotationFrameHistory.Count - 1; i >= 0; --i)
								{
									if (_rotationFrameHistory[i].Frame == serverFrame)
									{
										frameFound = true;
										iter = i;
										break;
									}
								}

								if (frameFound)
								{
									_rotationFrameHistory.RemoveRange(0, iter);

									_rotationFrameHistory[0].FrameActualValue = serverValue;
									_rotationFrameHistory[0].FrameValue = Vector3.zero;

									if (_rotationFrameHistory.Count > 1)
									{
										_rotationFrameHistory[1].FramePrevious = _rotationFrameHistory[0].FrameActualValue;
										_rotationFrameHistory[1].UpdateDelta();
									}

									pos = serverValue;
									for (int i = 0; i < _rotationFrameHistory.Count; ++i)
										pos += _rotationFrameHistory[i].FrameValue; //Get the delta distance
								}
							}

							currentValue = pos;
						}
						else
						{
							if ((Time.time - _rotTimeStamp) * 1000 > owningNetworker.PreviousServerPing + 100)
							{
								_rotTimeStamp = Time.time;
								if (Vector3.Distance(currentValue, serverValue) > 0.1f)
								{
									currentValue = serverValue;
									_rotationFrameHistory.Clear();
								}
							}
						}
						break;
					case AuthoritativeFrameType.Scale:
						if (_scaLastFrame != serverFrame)
						{
							_scaLastFrame = serverFrame;
							_scaTimeStamp = Time.time;

							if (_scaleFrameHistory.Count > 0)
							{
								for (int i = _scaleFrameHistory.Count - 1; i >= 0; --i)
								{
									if (_scaleFrameHistory[i].Frame == serverFrame)
									{
										frameFound = true;
										iter = i;
										break;
									}
								}

								if (frameFound)
								{
									_scaleFrameHistory.RemoveRange(0, iter);

									_scaleFrameHistory[0].FrameActualValue = serverValue;
									_scaleFrameHistory[0].FrameValue = Vector3.zero;

									if (_scaleFrameHistory.Count > 1)
									{
										_scaleFrameHistory[1].FramePrevious = _scaleFrameHistory[0].FrameActualValue;
										_scaleFrameHistory[1].UpdateDelta();
									}

									pos = serverValue;
									for (int i = 0; i < _scaleFrameHistory.Count; ++i)
										pos += _scaleFrameHistory[i].FrameValue; //Get the delta distance
								}
							}

							currentValue = pos;
						}
						else
						{
							if ((Time.time - _scaTimeStamp) * 1000 > owningNetworker.PreviousServerPing + 100)
							{
								_scaTimeStamp = Time.time;
								if (Vector3.Distance(currentValue, serverValue) > 0.1f)
								{
									currentValue = serverValue;
									_scaleFrameHistory.Clear();
								}
							}
						}
						break;
				}

				return currentValue;
			}
示例#30
0
		/// <summary>
		/// Writes a <see cref="NetworkingStream"/> to a particular <see cref="NetWorker"/>
		/// </summary>
		/// <param name="socket">NetWorker(Socket) to write with</param>
		/// <param name="identifier">Unique identifier to be used</param>
		/// <param name="stream">The stream of data to be written</param>
		/// <param name="reliable">If this be a reliable UDP</param>
		public static void WriteUDP(NetWorker socket, string identifier, NetworkingStream stream, bool reliable = false)
		{
			socket.Write(identifier, stream, reliable);
		}