// --------------- Join game handlers ----------------- // queue private void OnServerJoinSoloQueueRequest(NetworkMessage netMsg) { ClientJoinSoloQueueRequestMessage msg = netMsg.ReadMessage <ClientJoinSoloQueueRequestMessage>(); Debug.Log("Server received JoinSoloQueue request from " + msg.userId + " " + msg.userName); User u = usersByName[msg.userName]; if (u.isIdentified) { if (soloQueue.queueUser(u)) { GameLogicServer newgame = soloQueue.checkQueue(); if (newgame != null) { games[newgame.gameId] = newgame; ServerSendNewGameDataToPlayers(newgame); } else { ServerJoinSoloQueueResponseMessage responseMsg = new ServerJoinSoloQueueResponseMessage(); responseMsg.joinedQueue = true; netMsg.conn.Send(ServerJoinSoloQueueResponseMessage.ID, responseMsg); } } } else { ServerJoinSoloQueueResponseMessage responseMsg = new ServerJoinSoloQueueResponseMessage(); responseMsg.joinedQueue = false; netMsg.conn.Send(ServerJoinSoloQueueResponseMessage.ID, responseMsg); } }
private void OnClientJoinSoloQueue(NetworkMessage netMsg) { ServerJoinSoloQueueResponseMessage msg = netMsg.ReadMessage <ServerJoinSoloQueueResponseMessage>(); // spaghetti ! LobbyViewController.singleton.OnJoinQueueResponse(msg.joinedQueue); if (msg.joinedQueue) { Debug.Log("Successfully joined solo queue."); } else { Debug.LogError("Failed to join solo queue."); } }