public GameScene(int playerSpriteIndex) { this.playerSpriteIndex = playerSpriteIndex; this.networkService = WaveServices.GetService<NetworkService>(); //Register the scene to use the synchronization components. This scene sync the entities in the scenes with the same sceneId in other clients. this.networkManager = this.networkService.RegisterScene(this, GameSceneIdentifier); }
public SelectPlayerScene() { this.networkService = WaveServices.GetService<NetworkService>(); this.networkService.HostMessageReceived += this.HostMessageReceived; this.networkService.ClientMessageReceived += this.ClientMessageReceived; this.assignedPlayerSprites = new Dictionary<int, string>(); }
/// <summary> /// Initializes a new instance of the <see cref="NetworkManager" /> class. /// </summary> /// <param name="scene">The scene.</param> /// <param name="networkService">The network service.</param> /// <exception cref="System.ArgumentNullException">The 'scene' or 'networkService' argument can't be null.</exception> internal NetworkManager(Scene scene, NetworkService networkService) { if (scene == null) { throw new ArgumentNullException("The 'scene' argument can't be null."); } if (networkService == null) { throw new ArgumentNullException("The 'networkService' argument can't be null."); } this.scene = scene; this.networkService = networkService; this.factories = new Dictionary<string, Func<string, string, Entity>>(); this.entityBehaviors = new Dictionary<string, NetworkBehavior>(); this.serializer = SerializerFactory.GetSerializer<Entity>(SerializationType.DATACONTRACT); }
public MainScene() { this.networkService = WaveServices.GetService<NetworkService>(); this.discoveredHostButtons = new List<Entity>(); }