public void Start( ushort?portNumber, int maxPlayerCount, object objectContainingRpcs, float sendGameStateInterval ) { ObjectContainingRpcs = objectContainingRpcs; ShouldSendStateSnapshots = true; sendGameStatePeriodicFunction = new ThrottledAction(SendGameState, sendGameStateInterval); this.maxPlayerCount = maxPlayerCount; var connectionConfig = NetLib.CreateConnectionConfig( out reliableSequencedChannelId, out reliableChannelId, out unreliableStateUpdateChannelId, out unreliableFragmentedChannelId, out unreliableChannelId ); var hostTopology = new HostTopology(connectionConfig, maxPlayerCount); Start(portNumber, hostTopology); }
public void Start(object objectContainingRpcs, Func <object, UnityEngine.GameObject> createGameObjectFromState) { Assert.IsTrue(!IsStarted); ObjectContainingRpcs = objectContainingRpcs; this.createGameObjectFromState = createGameObjectFromState; ShouldApplyStateSnapshots = true; var maxConnectionCount = 1; // The client only connects to the server. var connectionConfig = NetLib.CreateConnectionConfig( out reliableSequencedChannelId, out reliableChannelId, out unreliableStateUpdateChannelId, out unreliableFragmentedChannelId, out unreliableChannelId ); var hostTopology = new HostTopology( connectionConfig, maxConnectionCount ); Start(null, hostTopology); }