public void onLoadForExistingGameComplete(MultiplayerController parent, OnReciveCallBack onRcCallBack, OnDisconnect onDCCallBack, OnGameIsReady onGameIsReady, OnGameFinished onGameFinished, OnEnemyDCAccepted onEnemyDCAccepted, OnReconnectComplete onReconnectComplete, OnReconnectFailed onReconnectFailed, OnRuleReady onRuleReady, OnWeakConectionDetected onWeakConnection, bool isExistingGame) { this.onDCCallBack = onDCCallBack; this.onWeakConnection = onWeakConnection; (new Thread(() => { requestGameRule(onRcCallBack, onDCCallBack, onGameIsReady, onGameFinished, onEnemyDCAccepted, onReconnectComplete, onReconnectFailed, onRuleReady); })).Start(); }
public void initializeForFirstTime(MultiplayerController parent, SocketIOComponent io, OnReciveCallBack onRcCallBack, OnDisconnect onDCCallBack, OnGameIsReady onGameIsReady, OnGameFinished onGameFinished, OnEnemyDCAccepted onEnemyDCAccepted, OnReconnectComplete onReconnectComplete, OnReconnectFailed onReconnectFailed) { this.parent = parent; this.io = io; this.onRcCallBack = onRcCallBack; this.onDCCallBack = onDCCallBack; this.onGameIsReady = onGameIsReady; this.onGameFinished = onGameFinished; this.onEnemyDCAccepted = onEnemyDCAccepted; this.onReconnectComplete = onReconnectComplete; this.onReconnectFailed = onReconnectFailed; io.On(Constants.serverMessage.events.START_GAME, startGame); io.On(Constants.serverMessage.events.END_GAME, endGame); io.On(Constants.serverMessage.events.ENEMY_DC_ACCEPTED, enemyDCAccepted); io.On(Constants.serverMessage.events.ON_GAME_STATUS_READY, gameStatusRecieve); io.On(Constants.serverMessage.events.ON_RECONNECT_FAILED, onRecFailed); io.On(Constants.serverMessage.events.NEW_TOKENS, onNewTokenRecieved); io.On(Constants.serverMessage.events.SERVER_ORDER, onServerOrder); io.On(Constants.serverMessage.events.CORRECTION, onCorrection); io.On(Constants.serverMessage.events.PING_SUC, onPingSuc); //io.On(Strings.serverMessage.events.ENABLE_USER, onEnableUser); }