private IEnumerator checkPlayerCount(NetworkConnection conn) { yield return(new WaitForSeconds(2f)); print("LocalPlayersCount: " + ClientScene.localPlayers.Count); print("ReadyConnection count: " + ClientScene.readyConnection.playerControllers.Count); // There is a bug when after a game match finishes and a client reconnects to the server, the client is not given a player // In such a situation, we can force the server to reload the scene and try to provide all clients a player. if (ClientScene.localPlayers.Count > 0 && ClientScene.readyConnection.playerControllers.Count == 0) { Debug.LogError("Unknown Error. Player won't spawn"); ReloadSceneMessage reloadMessage = new ReloadSceneMessage(); ClientScene.readyConnection.Send(9002, reloadMessage); } }
private IEnumerator checkPlayerCount(NetworkConnection conn) { yield return new WaitForSeconds(2f); print ("LocalPlayersCount: " + ClientScene.localPlayers.Count); print("ReadyConnection count: " + ClientScene.readyConnection.playerControllers.Count); // There is a bug when after a game match finishes and a client reconnects to the server, the client is not given a player // In such a situation, we can force the server to reload the scene and try to provide all clients a player. if(ClientScene.localPlayers.Count > 0 && ClientScene.readyConnection.playerControllers.Count == 0) { Debug.LogError ("Unknown Error. Player won't spawn"); ReloadSceneMessage reloadMessage = new ReloadSceneMessage(); ClientScene.readyConnection.Send (9002, reloadMessage); } }