void INetworkedClient.ConnectionRefused(LiNGS.Common.Network.NetworkMessage message) { if (OnConnectionRefused != null) { OnConnectionRefused(message); } }
void INetworkedClient.ConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState) { if (OnConnectionAccepted != null) { OnConnectionAccepted(message, usingSavedState); } }
void INetworkedClient.ReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message) { if (OnReceiveGameMessage != null) { OnReceiveGameMessage(message); } }
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)); } }
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; } }
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); } }
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; } }
void lings_OnConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState) { connected = true; }
void lings_OnConnectionRefused(LiNGS.Common.Network.NetworkMessage message) { backButton.gameObject.SetActive(true); connecting = false; connectionError = message.Data.FirstOrDefault(m => m.Object == LiNGSMarkers.Reason).Value; }
void lings_OnConnectionRefused(LiNGS.Common.Network.NetworkMessage message) { disconnectedGameMenu.connectionProblem = message.Data[0].Value; state = ConnectionState.Failed; }
void lings_OnReceiveEventMessage(LiNGS.Common.Network.NetworkMessage message) { serverMessage = message.Data[0].Object; }
public void ReceiveErrorMessage(LiNGS.Common.Network.NetworkMessage message) { }
public void ReceiveGameMessage(LiNGS.Common.Network.NetworkMessage message) { }
public void ConnectionRefused(LiNGS.Common.Network.NetworkMessage message) { }
public void ConnectionAccepted(LiNGS.Common.Network.NetworkMessage message, bool usingSavedState) { Debug.Log("Connected"); }
public void ReceiveGameMessage(LiNGS.Server.GameClient client, LiNGS.Common.Network.NetworkMessage message) { }