public void HFTNeedNewHFT(GameServer gs) { #if UNITY_EDITOR UnityEditor.EditorUtility.DisplayDialog( "HappyFunTimes", "This game needs a newer version of HappyFunTimes", "Ok"); #endif }
public HFTPlayerManager(GameServer server, GameObject gameObject, int maxPlayers, int timeoutForDisconnectedPlayerToReconnect, GetGameObject getGameObjectFn) { m_log = new HFTLog("PlayerManager"); m_maxPlayers = maxPlayers; m_gameObject = gameObject; m_getGameObject = getGameObjectFn; m_timeoutForDisconnectedPlayersToReconnect = timeoutForDisconnectedPlayerToReconnect; server.OnPlayerConnect += StartNewPlayer; ResetState(); }
// Use this for initialization void Start() { m_rand = new System.Random(); GameServer.Options options = new GameServer.Options(); options.gameId = "simple"; options.controllerUrl = "http://localhost:8080/examples/simple/index.html"; m_server = new GameServer(options, gameObject); m_server.Init(); m_server.OnPlayerConnect += StartNewPlayer; m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; }
void Awake() { m_connectToServerOnStart = enabled; m_options = new HFTRuntimeOptions(happyfuntimesOptions); m_server = new GameServer(m_options, gameObject); m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; m_hftManager = new HFTManager(); m_hftManager.OnReady += StartGameServer; m_hftManager.OnFail += FailedToStart; m_playerManager = new HFTPlayerManager(m_server, gameObject, players.Length, timeoutForDisconnectedPlayersToReconnect, GetPlayer); }
public void HFTInitializeRunner(GameServer gs) { m_gameServer = gs; m_gameServer.OnConnectFailure += Run; }
void Awake() { m_connectToServerOnStart = enabled; m_options = new HFTRuntimeOptions(happyfuntimesOptions); m_server = new GameServer(m_options, gameObject); m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; m_hftManager = new HFTManager(); m_hftManager.OnReady += StartGameServer; m_hftManager.OnFail += FailedToStart; if (maxPlayers > 0) { int timeoutForDisconnectedPlayerToReconnect = 0; m_playerManager = new HFTPlayerManager(m_server, gameObject, maxPlayers, timeoutForDisconnectedPlayerToReconnect, GetPrefab); } else { m_server.OnPlayerConnect += StartNewPlayer; } }
public RealNetPlayer(GameServer server, string id, string name, Options options = null) : base(server, name) { m_id = id; m_sessionId = options != null ? options.sessionId : ""; }