protected virtual void HandleClientReadyResponse( ResponseHandlerData responseHandler, AckResponseCode responseCode, EmptyMessage response) { // Override this function to do something by response code }
protected virtual UniTaskVoid HandleEnterGameResponse( ResponseHandlerData responseHandler, AckResponseCode responseCode, EnterGameResponseMessage response) { if (responseCode == AckResponseCode.Success) { ClientConnectionId = response.connectionId; if (!IsServer || !IsClientConnected) { HandleServerSceneChange(response.serverSceneName); } } else { if (LogError) { Logging.LogError(LogTag, "Enter game request was refused by server, disconnecting..."); } StopClient(); } return(default);
protected virtual void HandleEnterGameResponse( ResponseHandlerData responseHandler, AckResponseCode responseCode, EnterGameResponseMessage response) { if (responseCode == AckResponseCode.Success) { ClientConnectionId = response.connectionId; if (IsClientConnected) { HandleServerSceneChange(response.serverSceneName); } } else { if (LogError) { Logging.LogError(LogTag, "Enter game request was refused by server, disconnecting..."); } OnClientConnectionRefused(); } }
internal abstract void InvokeResponse(ResponseHandlerData responseHandler, AckResponseCode responseCode, ResponseDelegate responseDelegate);
public AsyncResponseData(ResponseHandlerData requestHandler, AckResponseCode responseCode, TResponse response) { RequestHandler = requestHandler; ResponseCode = responseCode; Response = response; }