void OnClientNotReadyMessageInternal(NetworkConnection conn, NotReadyMessage msg)
        {
            if (LogFilter.Debug)
            {
                Debug.Log("NetworkManager.OnClientNotReadyMessageInternal");
            }

            ClientScene.ready = false;
            OnClientNotReady(conn);

            // NOTE: clientReadyConnection is not set here! don't want OnClientConnect to be invoked again after scene changes.
        }
Beispiel #2
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        internal static void InternalSetClientNotReady(NetworkConnection conn)
        {
            if (conn.isReady)
            {
                if (LogFilter.Debug)
                {
                    Debug.Log("PlayerNotReady " + conn);
                }
                conn.isReady = false;
                conn.RemoveObservers();

                NotReadyMessage msg = new NotReadyMessage();
                conn.Send((short)MsgType.NotReady, msg);
            }
        }
Beispiel #3
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        internal void ClientNotReadyMessage(INetworkConnection conn, NotReadyMessage msg)
        {
            logger.Log("NetworkSceneManager.OnClientNotReadyMessageInternal");

            client.Connection.IsReady = false;
        }
        internal void ClientNotReadyMessage(INetworkConnection conn, NotReadyMessage msg)
        {
            logger.Log("NetworkSceneManager.OnClientNotReadyMessageInternal");

            OnClientNotReady(conn);
        }