/// <summary> /// Default access provider, which always confirms access requests /// </summary> /// <param name="peerId"></param> /// <param name="callback"></param> public void DefaultAccessProvider(UsernameAndPeerIdPacket requester, RoomAccessProviderCallback callback) { callback.Invoke(new RoomAccessPacket { RoomIp = Options.RoomIp, RoomPort = Options.RoomPort, Properties = Options.Properties, RoomId = RoomId, Token = Guid.NewGuid().ToString(), SceneName = SceneManager.GetActiveScene().name }, null); }
/// <summary> /// Override, if you want to manually handle creation of access'es /// </summary> /// <param name="callback"></param> public virtual void CreateAccess(UsernameAndPeerIdPacket requester, RoomAccessProviderCallback callback) { callback.Invoke(new RoomAccessPacket { RoomIp = Controller.Options.RoomIp, RoomPort = Controller.Options.RoomPort, Properties = Controller.Options.Properties, RoomId = Controller.RoomId, SceneName = SceneManager.GetActiveScene().name, Token = Guid.NewGuid().ToString() }, null); }
/// <summary> /// Default access provider, which always confirms access requests /// </summary> /// <param name="peerId"></param> /// <param name="callback"></param> public void DefaultAccessProvider(UsernameAndPeerIdPacket requester, RoomAccessProviderCallback callback, ErrorCallback errorCallback) { callback.Invoke(new RoomAccessPacket { RoomIp = Options.RoomIp, RoomPort = Options.RoomPort, Properties = Options.Properties, RoomId = RoomId, Token = Guid.NewGuid().ToString(), SceneName = "SceneName" }); }
/// <summary> /// Default access provider, which always confirms access requests /// </summary> /// <param name="accessCheckOptions"></param> /// <param name="callback"></param> public void DefaultAccessProvider(RoomAccessProviderCheck accessCheckOptions, RoomAccessProviderCallback callback) { callback.Invoke(new RoomAccessPacket() { RoomIp = Options.RoomIp, RoomPort = Options.RoomPort, CustomOptions = Options.CustomOptions, RoomId = RoomId, Token = Msf.Helper.CreateGuidString(), SceneName = SceneManager.GetActiveScene().name }, null); }