示例#1
0
 void INetworkedClient.ConnectionRefused(LiNGS.Common.Network.NetworkMessage message)
 {
     if (OnConnectionRefused != null)
     {
         OnConnectionRefused(message);
     }
 }
示例#2
0
 void INetworkedClient.ConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState)
 {
     if (OnConnectionAccepted != null)
     {
         OnConnectionAccepted(message, usingSavedState);
     }
 }
示例#3
0
 void INetworkedClient.ReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message)
 {
     if (OnReceiveGameMessage != null)
     {
         OnReceiveGameMessage(message);
     }
 }
示例#4
0
        public ClientConnectionResponse AcceptClient(LiNGS.Server.GameClient client, LiNGS.Common.Network.NetworkMessage message, bool savedState)
        {
            if (currentState is PlayGameState && !savedState)
            {
                return(new ClientConnectionResponse(false, false, "Game in progress"));
            }
            else if (savedState)
            {
                CPlayer cPlayer = clientPlayers.FirstOrDefault(cp => cp.networkGameClient.SessionUserId == client.SessionUserId);
                if (cPlayer != null)
                {
                    PlayerController controller = controllers.FirstOrDefault(c => c.client.SessionUserId == client.SessionUserId);
                    if (controller != null)
                    {
                        controller.client = client;
                    }

                    cPlayer.networkGameClient        = client;
                    cPlayer.player.networkGameClient = client;
                    cPlayer.disconnected             = false;
                    cPlayer.player.disconnected      = false;
                    return(new ClientConnectionResponse(true, true));
                }
                return(new ClientConnectionResponse(false, false, "Invalid game state."));
            }
            else
            {
                Player p = new Player(client);
                newPlayers.Add(p);
                clientPlayers.Add(new CPlayer(client, p));
                return(new ClientConnectionResponse(true, false));
            }
        }
示例#5
0
 void lings_OnReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message)
 {
     if (message.Data[0].Object == "GameEnd")
     {
         gameEndMenu.winner      = message.Data[0].Value.Split(':')[0];
         gameEndMenu.winnerKills = message.Data[0].Value.Split(':')[1];
         gameEnd = true;
     }
 }
示例#6
0
 void lings_OnReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message)
 {
     if (message.Data[0].Object == "PlayerSpawn")
     {
         float x = float.Parse(message.Data[0].Value.Split(':')[0]);
         float y = float.Parse(message.Data[0].Value.Split(':')[1]);
         newSpawnLocation = new Vector2(x, y);
     }
 }
示例#7
0
 private void lings_OnReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message)
 {
     switch (message.Data[0].Object)
     {
     case "StartLevel":
         levelToLoad = message.Data[0].Value;
         Debug.Log("Load level: " + levelToLoad);
         break;
     }
 }
示例#8
0
 void lings_OnConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState)
 {
     connected = true;
 }
示例#9
0
 void lings_OnConnectionRefused(LiNGS.Common.Network.NetworkMessage message)
 {
     backButton.gameObject.SetActive(true);
     connecting      = false;
     connectionError = message.Data.FirstOrDefault(m => m.Object == LiNGSMarkers.Reason).Value;
 }
示例#10
0
 void lings_OnConnectionRefused(LiNGS.Common.Network.NetworkMessage message)
 {
     disconnectedGameMenu.connectionProblem = message.Data[0].Value;
     state = ConnectionState.Failed;
 }
示例#11
0
 void lings_OnReceiveEventMessage(LiNGS.Common.Network.NetworkMessage message)
 {
     serverMessage = message.Data[0].Object;
 }
示例#12
0
 public void ReceiveErrorMessage(LiNGS.Common.Network.NetworkMessage message)
 {
 }
示例#13
0
 public void ReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message)
 {
 }
示例#14
0
 public void ConnectionRefused(LiNGS.Common.Network.NetworkMessage message)
 {
 }
示例#15
0
 public void ConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState)
 {
     Debug.Log("Connected");
 }
示例#16
0
 public void ReceiveGameMessage(LiNGS.Server.GameClient client, LiNGS.Common.Network.NetworkMessage message)
 {
 }