public void JoinLobbyAsServer() { chosenRole = Role.Server; WaitSpinnerService.Enable(this); OnlineService.SetTargetRole(OnlineRole.Server); // connect as server _requestTimeoutRemaining = _specificDefinition.onlineRolePickTimeout; }
void OnOnlineRoleChangeTimeout() { chosenRole = Role.None; Log.Error("[GameStateRootMenu] Timeout: Failed to change online role" + " within " + _specificDefinition.onlineRolePickTimeout + " seconds."); WaitSpinnerService.Disable(this); }
void OnJoinSessionResult(bool success, string message) { _createSessionCallback?.Invoke(success, message); WaitSpinnerService.Disable(this); if (success) { GameStateManager.TransitionToState(_specificDefinition.gameStateIfCreateSession); } else { DebugScreenMessage.DisplayMessage("Failed to create the session: " + message); Log.Info("[GameStateLobbyServer] Failed to create session: " + message); } }
public override void BeginExit(GameStateParam[] parameters) { base.BeginExit(parameters); WaitSpinnerService.Disable(this); }
public void CreateSession(string sessionName, Action <bool, string> callback) { _createSessionCallback = callback; WaitSpinnerService.Enable(this); OnlineService.ServerInterface.CreateSession(sessionName, OnJoinSessionResult); }
public void JoinSession(INetworkInterfaceSession session, Action <bool, string> callback) { _joinSessionCallback = callback; WaitSpinnerService.Enable(this); OnlineService.ClientInterface.ConnectToSession(session, OnJoinSessionResult); }