internal override void HandleParticipantStatusChanged(NativeRealTimeRoom room, MultiplayerParticipant participant) { if (!FailedStatuses.Contains(participant.Status())) { return; } Logger.e(string.Format("Participant {0} changed to status {1}, room will never be" + "fully connected.", participant.Id(), participant.Status())); LeaveRoom(); }
internal override void OnDataReceived(NativeRealTimeRoom room, MultiplayerParticipant sender, byte[] data, bool isReliable) { mSession.OnGameThreadListener().RealTimeMessageReceived(isReliable, sender.Id(), data); }