GameEntities.PlayerIntellect.Server_SendSetInstanceToClient C# (CSharp) Method

Server_SendSetInstanceToClient() public method

public Server_SendSetInstanceToClient ( RemoteEntityWorld remoteEntityWorld ) : void
remoteEntityWorld RemoteEntityWorld
return void
        public void Server_SendSetInstanceToClient( RemoteEntityWorld remoteEntityWorld )
        {
            SendDataWriter writer = BeginNetworkMessage( remoteEntityWorld,
                typeof( PlayerIntellect ), (ushort)NetworkMessages.SetInstanceToClient );
            writer.WriteVariableUInt32( NetworkUIN );
            EndNetworkMessage();
        }

Usage Example

Example #1
0
        /// <summary>Overridden from <see cref="Engine.EntitySystem.Entity.OnTick()"/>.</summary>
        protected override void OnTick()
        {
            base.OnTick();

            //single mode. recreate player units if need
            if (EntitySystemWorld.Instance.IsSingle())
            {
                if (GameMap.Instance.GameType == GameMap.GameTypes.Action ||
                    GameMap.Instance.GameType == GameMap.GameTypes.TPSArcade ||
                    GameMap.Instance.GameType == GameMap.GameTypes.TurretDemo)
                {
                    if (PlayerManager.Instance != null)
                    {
                        foreach (PlayerManager.ServerOrSingle_Player player in
                                 PlayerManager.Instance.ServerOrSingle_Players)
                        {
                            if (player.Intellect == null || player.Intellect.ControlledObject == null)
                            {
                                ServerOrSingle_CreatePlayerUnit(player);
                            }
                        }
                    }
                }
            }

            //networking mode
            if (EntitySystemWorld.Instance.IsServer())
            {
                if (GameMap.Instance.GameType == GameMap.GameTypes.Action ||
                    GameMap.Instance.GameType == GameMap.GameTypes.TPSArcade ||
                    GameMap.Instance.GameType == GameMap.GameTypes.TurretDemo)
                {
                    if (PlayerManager.Instance != null)
                    {
                        UserManagementServerNetworkService userManagementService =
                            GameNetworkServer.Instance.UserManagementService;

                        //remove users
again:
                        foreach (PlayerManager.ServerOrSingle_Player player in
                                 PlayerManager.Instance.ServerOrSingle_Players)
                        {
                            if (player.User != null && player.User != userManagementService.ServerUser)
                            {
                                NetworkNode.ConnectedNode connectedNode = player.User.ConnectedNode;
                                if (connectedNode == null ||
                                    connectedNode.Status != NetworkConnectionStatuses.Connected)
                                {
                                    if (player.Intellect != null)
                                    {
                                        PlayerIntellect playerIntellect = player.Intellect as PlayerIntellect;
                                        if (playerIntellect != null)
                                        {
                                            playerIntellect.TryToRestoreMainControlledUnit();
                                        }

                                        if (player.Intellect.ControlledObject != null)
                                        {
                                            player.Intellect.ControlledObject.Die();
                                        }
                                        player.Intellect.SetShouldDelete();
                                        player.Intellect = null;
                                    }

                                    PlayerManager.Instance.ServerOrSingle_RemovePlayer(player);

                                    goto again;
                                }
                            }
                        }

                        //add users
                        foreach (UserManagementServerNetworkService.UserInfo user in
                                 userManagementService.Users)
                        {
                            //check whether "EntitySystem" service on the client
                            if (user.ConnectedNode != null)
                            {
                                if (!user.ConnectedNode.RemoteServices.Contains("EntitySystem"))
                                {
                                    continue;
                                }
                            }

                            PlayerManager.ServerOrSingle_Player player = PlayerManager.Instance.
                                                                         ServerOrSingle_GetPlayer(user);

                            if (player == null)
                            {
                                player = PlayerManager.Instance.Server_AddClientPlayer(user);

                                PlayerIntellect intellect = (PlayerIntellect)Entities.Instance.
                                                            Create("PlayerIntellect", World.Instance);
                                intellect.PostCreate();

                                player.Intellect = intellect;

                                if (GameNetworkServer.Instance.UserManagementService.ServerUser != user)
                                {
                                    //player on client
                                    RemoteEntityWorld remoteEntityWorld = GameNetworkServer.Instance.
                                                                          EntitySystemService.GetRemoteEntityWorld(user);
                                    intellect.Server_SendSetInstanceToClient(remoteEntityWorld);
                                }
                                else
                                {
                                    //player on this server
                                    PlayerIntellect.SetInstance(intellect);
                                }
                            }
                        }

                        //create units
                        foreach (PlayerManager.ServerOrSingle_Player player in
                                 PlayerManager.Instance.ServerOrSingle_Players)
                        {
                            if (player.Intellect != null && player.Intellect.ControlledObject == null)
                            {
                                ServerOrSingle_CreatePlayerUnit(player);
                            }
                        }
                    }
                }
            }
        }