public void MsgtoSer_Welcome(NetworkConnection conn, Msg_Welcome msg) { H.klog1($"Server got a msgSer from {conn.connectionId} => {msg.wlcomemsg}", this.name); if (msg.fabid != "") { _knet.UpdateFabidForConn(conn.connectionId, msg.fabid); } }
public void MsgtoCli_Welcome(Msg_Welcome msg) { H.klog1($"Client got a msgSer from Server => {msg.wlcomemsg} and myconnid {msg.cliconnid}", this.name); AssistMan._ins.myCliConnId = msg.cliconnid; // setup conn id on _myIden if this client is login and authenticated if (FabAuthenCodeNLogin.authenNverified) { fabAuthen.SetCliConnid(msg.cliconnid); } }
/// <summary> /// Called on the server when a new client connects. /// <para>Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server.</para> /// </summary> /// <param name="conn">Connection from client.</param> public override void OnServerConnect(NetworkConnection conn) { H.klog1($"Server Getting a Connection from client {conn}", this.name); AddCliOnConnect(conn); // sending not ready msg NetworkServer.SetClientNotReady(conn); Msg_Welcome msgtocli = new Msg_Welcome { wlcomemsg = $"Hey , my friends {conn.connectionId}", cliconnid = conn.connectionId }; conn.Send(msgtocli); Msg_Maintenance msgMaintenance = new Msg_Maintenance { maintenTime = DateTime.Now }; conn.Send(msgMaintenance); }
/// <summary> /// Called on the client when connected to a server. /// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para> /// </summary> /// <param name="conn">Connection to the server.</param> public override void OnClientConnect(NetworkConnection serconn) { H.klog1($"client successful connected to server", this.name); //Caching ConntoServer, so we can send msg to server AssistMan._ins.conntoserver = serconn; AssistMan._ins.onCliConnect?.Invoke(true); // We will disable auto ready here -------- //--- BASE ON CLIENT CONNECT // OnClientConnect by default calls AddPlayer but it should not do // that when we have online/offline scenes. so we need the // clientLoadedScene flag to prevent it. if (!clientLoadedScene) { // Ready/AddPlayer is usually triggered by a scene load // completing. if no scene was loaded, then Ready/AddPlayer it // here instead. //===> //*** if (!NetworkClient.ready) NetworkClient.Ready();******************** if (autoCreatePlayer) { NetworkClient.AddPlayer(); } } //H.klog($"This is using _ins of Fabauthen {FabAuthenCodeNLogin._ins.GetCliFabid()}"); //H.klog($"This is using Fabauthen obj {fabAuthen.GetCliFabid()}"); //base.OnClientConnect(conn); // ---- END BASE ON CLIENT CONNECT //sending welcome msg to server and also fabid Msg_Welcome msg = new Msg_Welcome { wlcomemsg = $"Hello anal server + fabid {fabAuthen.GetCliFabid()}" }; msg.fabid = (fabAuthen.GetCliFabid() != null) ? fabAuthen.GetCliFabid() : ""; //msg.fabid = "testfabid"; serconn.Send(msg); }