public void ConfirmPlayerReadyToServer(int confirmingPlayerID, int confirmedPlayerID) { //Only Server's responsible for all the confirm information if (!Network.isServer) { return; } // Debug.Log("Server Message: Player " + confirmingPlayerID + " is confirming Player " + // confirmedPlayerID + " is ready to start the game."); //validate ID if (!allPlayers.ContainsKey(confirmingPlayerID)) { // TODO: error handling Debug.Log("Server Message: WARNING!!! Unrecognized confirming playerID: " + confirmingPlayerID); return; } if (!allPlayers.ContainsKey(confirmedPlayerID)) { // TODO: error handling Debug.Log("Server Message: WARNING!!! Unrecognized confirmed playerID: " + confirmingPlayerID); return; } //relay message to confirmed client // if (_localPlayerIndex.Equals(confirmedPlayerID)) { //don't need an rpc call if we are the server // ReceiptPlayerReadyToClient(confirmingPlayerID, confirmedPlayerID); // } else { _networkInterface.CallReceiptPlayerReadyToClient(confirmingPlayerID, confirmedPlayerID); // } }