/// <summary> /// Called when UidMessage has received. /// </summary> /// <param name="netMsg">A network message object</param> public void OnUID(NetworkMessage netMsg) { UidMessage msg = netMsg.ReadMessage <UidMessage>(); Debug.Log("OnUID " + msg.uid); targetUid = msg.uid; // If UID already exsist, do not add new player if (playerManager.isExsistUID(msg.uid)) { // Assign new connection id for re-connected client. playerManager.setPlayerConnId(netMsg.conn.connectionId, msg.uid); // string connectedUid = playerManager.getPlayerUidByConnID(netMsg.conn.connectionId); // listManager.displayConnectionState(connectedUid, true); 管理连接列表 } else { // New connection playerManager.addPlayer(netMsg.conn.connectionId, msg.uid); // // 管理连接列表 // listManager.addItem(msg.uid); } // 仅接受一个客户端请求,关闭服务器广播 if (discovery != null && discovery.running) { discovery.StopBroadcast(); } }
/// <summary> /// Send unique device identifier to server to identify this client. /// </summary> public void sendUid() { UidMessage msg = new UidMessage(); msg.uid = uid; myClient.Send(MyMsgType.UID, msg); }
/// <summary> /// Called when UidMessage has received. /// </summary> /// <param name="netMsg">A network message object</param> public void OnUID(NetworkMessage netMsg) { UidMessage msg = netMsg.ReadMessage <UidMessage>(); Debug.Log("OnUID " + msg.uid); // If UID already exsist, do not add new player if (playerManager.isExsistUID(msg.uid)) { // Assign new connection id for re-connected client. playerManager.setPlayerConnId(netMsg.conn.connectionId, msg.uid); string connectedUid = playerManager.getPlayerUidByConnID(netMsg.conn.connectionId); listManager.displayConnectionState(connectedUid, true); } else { // New connection playerManager.addPlayer(netMsg.conn.connectionId, msg.uid); // listManager.addItem(msg.uid); } }