Ejemplo n.º 1
0
 private void _loadBalancerClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus)
 {
     StatusTextChange("Load Balancing Server: " + ConnectionStatus.ToString());
     switch (ConnectionStatus)
     {
     case RipsawClient.eConnectionStatus.Connected:
         _loadBalancerClient.Send("<RipsawMessage><MessageType>ServerList</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true);
         break;
     }
 }
Ejemplo n.º 2
0
 private void _spinUpClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus)
 {
     StatusTextChange("Game Server: " + ConnectionStatus.ToString());
     switch (ConnectionStatus)
     {
     case RipsawClient.eConnectionStatus.Connected:
         _spinUpClient.Send("<RipsawMessage><MessageType>ServerConnection</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true);
         _statusTextControl.gameObject.SetActive(false);
         _lobbyMenu.SetActive(true);
         break;
     }
 }
Ejemplo n.º 3
0
 private void _authenticationClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus)
 {
     Debug.Log(ConnectionStatus.ToString());
     StatusTextChange("Authentication Server: " + ConnectionStatus.ToString());
 }