public void OnEntry() { if (MatchServerIP == "") { // Aucune IP n'a été transmise. On le signal sur la console puis on revient au menu principal. BloodAndBileEngine.Debugger.Log("IP du MatchServer invalide... retour au menu principal.", UnityEngine.Color.red); Client.ChangeState(new MainMenuState()); return; } else { ClientConnectionsManager.AddConnection("MatchServer", MatchServerConnectionID); NetworkHandlers = new BloodAndBileEngine.Networking.HandlersManager(); InputHandlers = new BloodAndBileEngine.InputHandlersManager(); // Handlers BloodAndBileEngine.Networking.NetworkSocket.RegisterOnDisconnectionCallback(OnConnectionLost); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnConnectionEstablishedCallback(OnConnectionEstablished); NetworkHandlers.Add <BloodAndBileEngine.Networking.NetworkMessage>(20001, OnMatchStarted); NetworkHandlers.Add <BloodAndBileEngine.Networking.NetworkMessages.ConditionCheckResponseMessage>(60001, OnAuthentificationResponseReceived); ConnectToMatchServer(); // Lancement de la connexion au Match Server. } }
public override void OnEntry() { base.OnEntry(); NetworkHandlers = new BloodAndBileEngine.Networking.HandlersManager(); NetworkHandlers.Add <StateUpdateMessage>(20000, OnStateUpdate); NetworkHandlers.Add <StateConstructionMessage>(20002, OnStateConstruction); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnDisconnectionCallback(OnConnectionLost); }
public void Activate() { if (Activated) { BloodAndBileEngine.Debugger.Log("Le module MasterServerConnectionModule est déjà activé !", UnityEngine.Color.red); return; } Activated = true; InputHandlers.Add("SetMasterServerInfos", SetMasterServerInfos); InputHandlers.Add("LoginToMasterServer", ConnectToMasterServer); NetworkHandlers = new BloodAndBileEngine.Networking.HandlersManager(); NetworkHandlers.Add <BloodAndBileEngine.Networking.NetworkMessages.ConditionCheckResponseMessage>(60001, OnAuthentificationResponseReceived); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnConnectionEstablishedCallback(OnConnectionEstablished); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnDisconnectionCallback(OnConnectionLost); }
public void OnEntry() { NetworkHandlers = new BloodAndBileEngine.Networking.HandlersManager(); NetworkHandlers.Add <BloodAndBileEngine.Networking.NetworkMessages.IPListMessage>(40000, OnMatchServersListReceived); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnDisconnectionCallback(OnConnectionLost); int masterServerCoID = ClientConnectionsManager.GetConnectionIDFromName("MasterServer"); if (masterServerCoID > 0) { BloodAndBileEngine.Debugger.Log("Début de recherche d'un MatchServer..."); SendMatchServersListRequest(masterServerCoID); } else { BloodAndBileEngine.Debugger.Log("Pas de connexion au Master Server... retour à l'écran Login.", UnityEngine.Color.red); Client.ChangeState(new LoginState()); } }