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ServerCallBacks.cs
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ServerCallBacks.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[BoltGlobalBehaviour(BoltNetworkModes.Server, "2019_MultiplayerTestLevel", "2019_Prefabs")]
public class ServerCallBacks : Bolt.GlobalEventListener
{
private void Awake() {
BoltLog.Info("ServerCallBack: Server player created on awake call");
GamemanagerNetwork.Instantiate();
MultiplayerPlayerRegistery.CreateServerPlayer();
}
// public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token)
// {
// BoltConsole.Write("Connecting request", Color.red);
// var playerToken = token as PlayerToken;
// if(playerToken != null)
// {
// BoltConsole.Write("Token received", Color.red);
// BoltNetwork.Accept(endpoint, playerToken);
// } else {
// BoltConsole.Write("No tokens", Color.red);
// BoltNetwork.Accept(endpoint);
// }
// }
public override void Connected(BoltConnection connection)
{
BoltLog.Error("ServerCallBack: Client player are being made, connection: " + connection.ToString());
PlayerToken playerToken = connection.ConnectToken as PlayerToken;
//BoltConsole.Write(playerToken.playerName + " ja " + playerToken.playerNumber, Color.magenta);
MultiplayerPlayerRegistery.CreateClientPlayer(connection, playerToken);
}
public override void SceneLoadLocalDone(string scene)
{
BoltLog.Info("ServerCallBack: SceneLoadLocalDone - Spawning Server Player");
MultiplayerPlayerRegistery.ServerPlayer.Spawn();
}
public override void SceneLoadRemoteDone(BoltConnection connection)
{
BoltLog.Info("ServerCallBack: RemoveSceneLoaded, spawn client. Connection: " + connection.ToString());
MultiplayerPlayerRegistery.GetMultiplayerPlayer(connection).Spawn();
}
public override void Disconnected(BoltConnection connection)
{
BoltLog.Info(connection.ToString() + " just disconnected");
MultiplayerPlayerRegistery.RemovePlayerObject(connection);
}
}