wip network refactor

This commit is contained in:
2023-12-31 16:03:26 +02:00
parent dd5a86a8b7
commit 03810705bd
8 changed files with 108 additions and 50 deletions

View File

@@ -79,7 +79,7 @@ namespace Game
foreach (Type type in NetworkedTypes)
Console.Print("tracking networked type: " + type.Name);
#endif
GameModeManager.Init();
WorldStateManager.Init();
if (listenServer)
return ConnectServer(listenServer: true);
@@ -98,7 +98,6 @@ namespace Game
server.EndSendMessage(channelType, message, connection);
}
public static void ServerEndSendMessage(ref NetworkMessage message, NetworkConnection[] connections, NetworkChannelType channelType = NetworkChannelType.Reliable)
{
server.EndSendMessage(channelType, message, connections);
@@ -133,17 +132,16 @@ namespace Game
case NetworkEventType.Connected:
{
Console.Print($"Client({networkEvent.Sender.ConnectionId}) is trying to connect");
try
{
IsServer = true;
if (GameModeManager.OnClientConnecting(networkEvent.Sender))
if (WorldStateManager.OnClientConnecting(networkEvent.Sender))
{
ConnectedClients.Add(networkEvent.Sender);
Console.Print(
$"Client({networkEvent.Sender.ConnectionId}) connected. Total clients: {ConnectedClients.Count}");
GameModeManager.OnClientConnected(networkEvent.Sender);
WorldStateManager.OnClientConnected(networkEvent.Sender);
}
else
Console.Print($"Client({networkEvent.Sender.ConnectionId}) connection refused");