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46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
2 weeks ago
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using System;
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using Unity.BossRoom.Infrastructure;
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using Unity.Netcode;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.ConnectionManagement
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{
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/// <summary>
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/// Base class representing a connection state.
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/// </summary>
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abstract class ConnectionState
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{
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[Inject]
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protected ConnectionManager m_ConnectionManager;
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[Inject]
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protected IPublisher<ConnectStatus> m_ConnectStatusPublisher;
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public abstract void Enter();
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public abstract void Exit();
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public virtual void OnClientConnected(ulong clientId) { }
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public virtual void OnClientDisconnect(ulong clientId) { }
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public virtual void OnServerStarted() { }
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public virtual void StartClientIP(string playerName, string ipaddress, int port) { }
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public virtual void StartClientLobby(string playerName) { }
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public virtual void StartHostIP(string playerName, string ipaddress, int port) { }
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public virtual void StartHostLobby(string playerName) { }
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public virtual void OnUserRequestedShutdown() { }
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public virtual void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) { }
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public virtual void OnTransportFailure() { }
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public virtual void OnServerStopped() { }
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}
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}
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