private void ServerOnClientConnected(INetworkServerClient client) { Debug.Log("Client connected: " + client.Id); CreateStructure(client.Id); NetworkServer.SendTcpToAll(client.Id, TcpPacketType.Server_State_Joined, buffer => buffer.Write(client.Id)); if (NetworkServer.ClientCount > 0) { NetworkServer.SendTcp(client, TcpPacketType.Server_State_Joined, buffer => NetworkServer.ForEachClient(client.Id, other => buffer.Write(other.Id))); } }
private static void ServerOnClientConnected(INetworkServerClient client) { Debug.Log("Client connected: " + client.Id); if (NetworkServer.ClientCount == 0) { return; } NetworkServer.SendTcp(client, TcpPacketType.Server_State_Joined, buff => NetworkServer.ForEachClient(other => other != client && PlayerStructures.ContainsKey(other.Id), other => { buff.Write(other.Id); byte[] structure = PlayerStructures[other.Id]; buff.Write(structure.Length); buff.Write(structure); })); }