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 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(); 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()); } }