// Client Methods /// <summary> /// Starts the local NetworkClient. /// </summary> /// <remarks> /// This does not connect the client to any server. This only opens the /// socket for a client. /// /// If a client is already active, another client will not be started. /// and the active client will be returned. /// </remarks> /// <param name="config">the NetworkClientConfig used to start the server.</param> /// <param name="interfaceType">INetworkInterface type to use, uses default if null.</param> /// <returns>the NetworkClient created or fetched.</returns> public INetworkClient StartClient(NetworkClientConfig config, Type interfaceType = null) { if (Client != null) { return(Client); } interfaceType = interfaceType ?? DefaultNetworkInterfaceType; Client = new NetworkGameClient(interfaceType, config); return(Client); }
// Client Methods /// <summary> /// Starts the local NetworkClient. /// </summary> /// <remarks> /// This does not connect the client to any server. This only opens the /// socket for a client. /// /// If a client is already active, another client will not be started. /// and the active client will be returned. /// </remarks> /// <param name="config">the NetworkClientConfig used to start the server.</param> /// <returns>the NetworkClient created or fetched.</returns> public INetworkClient StartClient(NetworkClientConfig config) { return(Client ?? (Client = new NetworkGameClient(NetworkInterfaceType, config))); }