/// <summary>
        ///     Player session is fully built, player is an active member of the server. Player is prepared to start
        ///     receiving states when they join the lobby.
        /// </summary>
        /// <param name="session">Session of the player.</param>
        private void OnPlayerJoinedServer(PlayerSession session)
        {
            Debug.Assert(RunLevel < ClientRunLevel.Connected);
            OnRunLevelChanged(ClientRunLevel.Connected);

            PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
        }
        /// <summary>
        ///     Player session is fully built, player is an active member of the server. Player is prepared to start
        ///     receiving states when they join the lobby.
        /// </summary>
        /// <param name="session">Session of the player.</param>
        private void OnPlayerJoinedServer(ICommonSession session)
        {
            DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
            OnRunLevelChanged(ClientRunLevel.Connected);

            GameStartedSetup();

            PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
        }
Beispiel #3
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        /// <summary>
        ///     Player session is fully built, player is an active member of the server. Player is prepared to start
        ///     receiving states when they join the lobby.
        /// </summary>
        /// <param name="session">Session of the player.</param>
        private void OnPlayerJoinedServer(IPlayerSession session)
        {
            DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
            OnRunLevelChanged(ClientRunLevel.Connected);

            _entityManager.Startup();
            _mapManager.Startup();

            PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
        }