public override void OnServerConnect(NetworkConnection conn)
 {
     base.OnServerConnect (conn);
     foreach (string u in users) {
         MyMessages.UserMessage um = new MyMessages.UserMessage ();
         um.user = u;
         um.connected = true;
         NetworkServer.SendToClient (conn.connectionId, (short) MyMessages.MyMessageTypes.USER_INFO, um);
     }
     Debug.Log ("new client's users updated");
 }
Example #2
0
 //sends disconnect notification to server
 void sendUserDisconnect()
 {
     MyMessages.UserMessage umsg = new MyMessages.UserMessage ();
     umsg.user = userName;
     umsg.connected = false;
     NetworkManager.singleton.client.Send ((short)MyMessages.MyMessageTypes.USER_INFO, umsg);
 }
Example #3
0
 private void OnServerUserInfo(NetworkMessage netMsg)
 {
     var msg = netMsg.ReadMessage<MyMessages.UserMessage> ();
     MyMessages.UserMessage um = new MyMessages.UserMessage ();
     if (msg.connected && !users.Contains (msg.user)) {
         this.users.Add (msg.user);
         Debug.Log ("user added to host");
     } else if (!msg.connected && users.Contains (msg.user)) {
         this.users.Remove (msg.user);
         Debug.Log ("user removed from host");
     } else {
         Debug.Log ("nothing happened at host");
     }
     um.user = msg.user;
     um.connected = msg.connected;
     //		Debug.Log (um.users);
     NetworkServer.SendToAll((short) MyMessages.MyMessageTypes.USER_INFO, um);
 }