private static void OnCreatePlayerFailure(ICommandErrorDetails _, EntityId playerCreatorEntityId) { Debug.LogWarning("CreatePlayer command failed - you probably tried to connect too soon. Try again in a few seconds."); }
// Retry a failed search for the PlayerCreator entity after a short delay. private void OnFailedPlayerCreatorQuery(ICommandErrorDetails _) { Debug.LogError("PlayerCreator query failed. SpatialOS workers probably haven't started yet. Try again in a few seconds."); StartCoroutine(TimerUtils.WaitAndPerform(SimulationSettings.PlayerCreatorQueryRetrySecs, CreatePlayer)); }
private static void OnFailedPlayerCreatorQuery(ICommandErrorDetails _) { Debug.LogError("PlayerCreator query failed. SpatialOS workers probably haven't started yet. Try again in a few seconds."); }
private void OnFailedPlayerCreation(ICommandErrorDetails failure, string clientWorkerId, EntityId entityId, PlayerType playerType) { Debug.LogError("Failed to Create Player Entity: " + failure.ErrorMessage + ". Retrying..."); CreatePlayer(clientWorkerId, entityId, playerType); }
private void OnCreatePlayerCommandFailure(ICommandErrorDetails details, EntityId playerCreatorEntityId) { Debug.LogWarningFormat("CreatePlayer command failed. Status code = {0}. - you probably tried to connect too soon. Try again in a few seconds.", details.StatusCode.ToString()); RetryCreatePlayerCommand(playerCreatorEntityId); }
private void OnFailedPlayerCreation(ICommandErrorDetails response, string clientWorkerId, EntityId entityId) { Debug.LogError("Failed to Create Player Entity: " + response.ErrorMessage + ". Retrying..."); CreatePlayer(clientWorkerId, entityId); }
private void OnFailedReservation(ICommandErrorDetails response, string clientWorkerId, PlayerType playerType) { Debug.LogError("Failed to Reserve EntityId for Player: " + response.ErrorMessage + ". Retrying..."); CreatePlayerWithReservedId(clientWorkerId, playerType); }
private void UnlinkDroneFailure(ICommandErrorDetails response) { Debug.LogError("Unlink failed, self-destructing anyway."); SelfDestruct(); }
private void OnAwardPointsFailure(ICommandErrorDetails response) { Debug.LogError("Failed to send AwardPoints command with error: " + response.ErrorMessage); }
private void OnDeleteFailure(ICommandErrorDetails commandErrorDetails) { Debug.LogErrorFormat("Failed to Delete Player Entity (#{0}) on quit: {1}", gameObject.EntityId(), commandErrorDetails.ErrorMessage); }
// Retry a failed creation of the Player entity after a short delay. private static void OnCreatePlayerFailure(ICommandErrorDetails details, EntityId playerCreatorEntityId) { Debug.LogWarningFormat("CreatePlayer command failed. Status code = {0}. - you probably tried to connect too soon. Try again in a few seconds.", details.StatusCode.ToString()); TimerUtils.WaitAndPerform(SimulationSettings.PlayerEntityCreationRetrySecs, () => RequestPlayerCreation(playerCreatorEntityId)); }
private void HeartbeatSendFailed(ICommandErrorDetails response) { Debug.LogError("Player connection heartbeat failed to send. Player may timeout."); }
void OnDamageRequestFailure(ICommandErrorDetails response) { Debug.LogError("Failed to send take damage command with error: " + response.ErrorMessage); }
private void OnBoardFailure(ICommandErrorDetails response) { Debug.LogError("Board failed: " + response.ErrorMessage); }
private void OnGameWinFailure(ICommandErrorDetails response) { Debug.LogError("Failed to send GameWin command with error: " + response.ErrorMessage); }
private void OnDeleteFailure(ICommandErrorDetails commandErrorDetails) { Debug.LogErrorFormat("Failed to Delete Inactive Entity {0}: {1}", gameObject.EntityId(), commandErrorDetails.ErrorMessage); }