Client - 0F00/netwIO GitHub Wiki
Authenticate :
Login :
BasePlayer.Authenticate(GameId, Username, Password, RegionCode, OnConn, OnError);
GameId is the reference that let the Server know in which DB the Player is saved. OnConn is the Callback from the Server to let the Client know that the Login Process is success. OnError occurs when a Error is thrown.
Register :
BasePlayer.Register(GameId, Username, Password, Email, RegionCode, OnReg, OnError);
GameId is the reference that let the Server know in which DB the Player is saved. OnReg is the Callback from the Server to let the Client know that the Register Process is success. OnError occurs when a Error is thrown.
Recover Password
BasePlayer.RecoverPassword(GameId, Username, Password, OnRec, OnError);
GameId is the reference that let the Server know in which DB the Player is saved. OnReg is the Callback from the Server to let the Client know that the RecoverPassword Process is success. The Webmail Server will then send a Mail with the Link where the Player can edit the Password to his Email Adress. OnError occurs when a Error is thrown.
Multiplayer :
Client.Multiplayer.CreateJoinRoom(client, RoomType, RoomName, visible, OnJoinedSuccess, OnError);
This Method Let the MasterServer Create a new Room if a Instance with the given Preference doesnt exist and let the Client join in them.
client is the reference to the Client which is given out from the Login/Register. RoomType is the Type which is declared Serverside with the Classname. RoomName is the Name of the Room like : "Manuel's_Game". Visible is the Boolean State which means that the Game/Room is given out when a Client uses Multiplayer.ListRooms();
ServerEndPoint :
client.ServerEndPoint = "127.0.0.1";
With this Method you can say that the GameServer is running on your local Machine. When this Argument is Empty the Client connects on the Global Server.