public override void OnLoginDataMessage(NetworkConnection conn, LoginServerMessage message) { if (message.serverAddress == noServerConstant) { SpawnPlayerWithoutLoginServer(conn); return; } loginManager.UpdateApiAddress(message.serverAddress, conn, SpawnPlayerWithLoginServer); loginManager.ApiHeartbeat(BeginLoginProcedure); }
/** * The client recieves the message informing them of the Login Server, * Uses this to start the player's character select process */ private void OnLoginDataMessage(NetworkConnection conn, LoginServerMessage message) { if (message.serverAddress == null) { SpawnPlayerWithoutLoginServer(conn); return; } // Update our login server to match theirs. Attempt to connect. // If successful, hand over control to the LoginManager, telling it to call SpawnPlayerWithLoginServer when // the user has chosen their player. loginManager.UpdateApiAddress(message.serverAddress, character => SpawnPlayerWithLoginServer(conn, character)); loginManager.ApiHeartbeat(BeginLoginProcedure); }
public override void OnServerConnect(NetworkConnection conn) { //Must always send a message, so the client knows if they should spawn through the login server or not LoginServerMessage message = new LoginServerMessage() { serverAddress = noServerConstant }; if (hasLoginServer) { message.serverAddress = loginServerAddress; } conn.Send(message); }
public virtual void OnLoginDataMessage(NetworkConnection conn, LoginServerMessage message) { }