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);
            }
        }