public static void Client_RegisterPlayer(PlayerController player) { Debug.Log("Client: Adding player " + player.config.info.name + " to the server ..."); var msg = new RegisterPlayerMessage { level = player.config.info.Level, localId = player.config.PlayerIndex, name = player.config.info.name }; GameClient.instance.tcp.SendMessage(GameServer.MessageType.RegisterPlayer, JsonUtility.ToJson(msg)); }
internal override void RegisterWithServer() { base.RegisterWithServer(); //MAKE REGISTER MESSAGE RegisterPlayerMessage registerPlayerMessage = new RegisterPlayerMessage() { _playerName = "LocalPlayer", localPlayeriD = GameClient.Active.localPlayers.Count - 1 }; //SEND THE MESSAGE GameClient.Active.SendMessageToServer(registerPlayerMessage); }
private void OnPlayerRegister(MessageBase _msg, NetworkConnection _connection) { RegisterPlayerMessage registerPlayerMessage = _msg as RegisterPlayerMessage; //add him to the players PlayerData _player = new PlayerData() { guid = server.players.Count, nickName = registerPlayerMessage._playerName, boardZone = new RuntimeZone(), handZone = new RuntimeZone(), m_connenction = _connection, localPlayerId = registerPlayerMessage.localPlayeriD }; server.AddPlayerToList(_player); //give him cards for (int i = 0; i < 2; i++) { _player.handZone.AddCard(server.nextCardId++, server.cardNames[UnityEngine.Random.Range(0, 4)], _player); } if (server.players.Count == 2) { server.StartGame(); } #region Logging if (Logger.LogServerMessages) { Debug.Log($"SERVER:: Player registered {_player.nickName}"); } #endregion }