public void HostGame() { if (lobby.Equals(CSteamID.Nil) == false) { Debug.LogError("Lobby already created. Probably already hosting. Must shut down hosting before doing it again."); return; } //Construct the network database. Very important! MeshNetworkIdentity databaseID = new MeshNetworkIdentity((ushort)ReservedObjectIDs.DatabaseObject, (ushort)ReservedPrefabIDs.Database, (ulong)GetLocalPlayerID(), true); database = game.SpawnDatabase(databaseID).GetComponent <NetworkDatabase>(); //Spawns the database prefab. Debug.Log("Registering database."); database.AddObject(databaseID, true); //Tells the database that it itself exists (funny) //First, we get our own player object, and we make ourselves the provider. Player me = ConstructPlayer(SteamUser.GetSteamID()); Debug.Log("Registering provider."); database.AddPlayer(me, true); //Actually create the lobby. Password info, etc, will be set after this. Debug.Log("Creating Lobby"); m_LobbyCreated.Set(SteamMatchmaking.CreateLobby(ELobbyType.k_ELobbyTypePrivate, 4)); }
public void WarmupHosting() { MeshNetworkIdentity databaseID = new MeshNetworkIdentity((ushort)ReservedObjectIDs.DatabaseObject, (ushort)ReservedPrefabIDs.Database, (ulong)GetLocalPlayerID(), true); NetworkDatabase database2 = game.SpawnDatabase(databaseID).GetComponent <NetworkDatabase>(); //Spawns the database prefab. Debug.Log("Registering database."); database2.AddObject(databaseID, true); //Tells the database that it itself exists (funny) //First, we get our own player object, and we make ourselves the provider. Player me = ConstructPlayer(SteamUser.GetSteamID()); Debug.Log("Registering provider."); database.AddPlayer(me, true); }