public Unity3dPeer(InitRequest initRequest, MasterServer server) : base(initRequest.Protocol, initRequest.PhotonPeer) { _server = server; // We create a user id on the server side so players can't spoof other player ids. UserId = Guid.NewGuid(); _server.ConnectedClients.Add(UserId, this); Log.DebugFormat("Added Peer to client list"); }
public IncomingSubServerPeer(InitRequest initRequest, MasterServer server) : base(initRequest.Protocol, initRequest.PhotonPeer) { _server = server; Log.InfoFormat("game server connection from {0}:{1} established (id={2})", RemoteIP, RemotePort, ConnectionId); }