public void SendConnectionRequest(string name, string remoteEndpointId, byte[] payload, Action <ConnectionResponse> responseCallback, IMessageListener listener) { Debug.LogError((object)"SendConnectionRequest called from dummy implementation"); if (responseCallback != null) { ConnectionResponse obj = ConnectionResponse.Rejected(0L, string.Empty); responseCallback(obj); } }
public void SendConnectionRequest(string name, string remoteEndpointId, byte[] payload, System.Action <ConnectionResponse> responseCallback, IMessageListener listener) { OurUtils.Logger.d("SendConnectionRequest called from dummy implementation"); if (responseCallback != null) { ConnectionResponse obj = ConnectionResponse.Rejected(0, string.Empty); responseCallback.Invoke(obj); } }
internal void OnConnectionResponse(ConnectionResponse response) { Debug.Log("OnConnection Response : " + response.ResponseStatus); mNearbyStatus = "OnConnectionResponse: " + response.ResponseStatus; switch (response.ResponseStatus) { case ConnectionResponse.Status.Accepted: mEndpoints[response.RemoteEndpointId].State = EndpointState.CONNECTED; break; case ConnectionResponse.Status.Rejected: mEndpoints[response.RemoteEndpointId].State = EndpointState.REJECTED; break; case ConnectionResponse.Status.ErrorAlreadyConnected: // it is an error, but we can treat it like connected. mEndpoints[response.RemoteEndpointId].State = EndpointState.CONNECTED; break; case ConnectionResponse.Status.ErrorEndpointNotConnected: mEndpoints[response.RemoteEndpointId].State = EndpointState.ERROR; break; case ConnectionResponse.Status.ErrorInternal: mEndpoints[response.RemoteEndpointId].State = EndpointState.ERROR; break; case ConnectionResponse.Status.ErrorNetworkNotConnected: mEndpoints[response.RemoteEndpointId].State = EndpointState.ERROR; break; default: Debug.LogError("Unknown or unsupported status: " + response.ResponseStatus); if (mEndpoints.ContainsKey(response.RemoteEndpointId)) { mEndpoints[response.RemoteEndpointId].State = EndpointState.ERROR; } break; } }
/// <summary> /// Called when the nearby connection response from /// sending Remote connection request to the room advertiser. /// </summary> /// <param name="response">Response.</param> internal void OnRoomJoined(ConnectionResponse response) { Debug.Log("OnRoomJoined Called status: " + response.ResponseStatus); if (response.ResponseStatus == ConnectionResponse.Status.Accepted) { // if we are connected, stop looking for rooms. NearbyRoom.StopRoomDiscovery(); // the first payload is sent with the response so we can initialize // the game scene. OnMessageReceived(Room.Address, response.Payload); connected = true; } else if (response.ResponseStatus == ConnectionResponse.Status.ErrorAlreadyConnected) { // cleanup the old connection and join again. Room.Disconnect(); PlayerInfo localPlayer = PlayerInfo.LocalPlayer; Room.JoinRoom( localPlayer.Player, localPlayer.SerializedData, OnRoomJoined); } else { GameOver("Error joining room: " + response.ResponseStatus); } }