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 void OnEntry() { NetworkHandlers = new BloodAndBileEngine.Networking.HandlersManager(); InputHandlers = new InputHandlersManager(); BloodAndBileEngine.Networking.NetworkSocket.RegisterOnDisconnectionCallback(OnDisconnected); InputHandlers.Add("StartMatchmaking", StartMatchmaking); if (ClientConnectionsManager.GetConnectionIDFromName("MasterServer") == -1) { BloodAndBileEngine.Debugger.Log("Pas de connexion à un Master Server ! Retour au LoginState...", UnityEngine.Color.red); Client.ChangeState(new LoginState()); } }
void Start() { NetworkSocket.Initialise(25001, 500); // Initialise un socket au port 25000 avec 500 connexions au max. InitialiseModules(); Activate(); BloodAndBileEngine.NetworkCommandManager.Initialize(); InputHandlers = new BloodAndBileEngine.InputHandlersManager(); InputHandlers.Add("Activate", (object[] parameters) => Activate()); InputHandlers.Add("Deactivate", (object[] parameters) => Deactivate()); PlayerControlManager = new BloodAndBileEngine.PlayerControlCommandManager(); PlayerControlManager.SetExecuteLocally(); }
public void Initialise() { InputHandlers = new BloodAndBileEngine.InputHandlersManager(); }