コード例 #1
0
        /// <summary>
        /// Logs into the master server as a guest.
        /// </summary>
        /// <param name="onSuccess">The callback to execute when the login is successful.</param>
        /// <param name="onError">The callback to execute when the login is not successful.</param>
        public void LoginAsGuest(Action onSuccess, Action <LoginError> onError)
        {
            onPlayerLoginSuccess = onSuccess;
            onPlayerLoginError   = onError;

            var msg = new RequestPlayerLoginMessage();

            msg.isAnonymous = true;
            networkClient.client.Send(AuthenticationNetworkProtocol.RequestPlayerLogin, msg);
        }
コード例 #2
0
        /// <summary>
        /// Logs the specified user into the master server.
        /// </summary>
        /// <param name="username">The username to log in with.</param>
        /// <param name="password">The password to log in with.</param>
        /// <param name="onSuccess">The callback to execute when the login is successful.</param>
        /// <param name="onError">The callback to execute when the login is not successful.</param>
        public void Login(string username, string password, Action onSuccess, Action <LoginError> onError)
        {
            onPlayerLoginSuccess = onSuccess;
            onPlayerLoginError   = onError;

            var msg = new RequestPlayerLoginMessage();

            msg.isAnonymous = false;
            msg.username    = username;
            msg.password    = password;
            networkClient.client.Send(AuthenticationNetworkProtocol.RequestPlayerLogin, msg);
        }
コード例 #3
0
        /// <summary>
        /// Checks if a new login into the master server is allowed.
        /// </summary>
        /// <param name="msg">Login information to check.</param>
        /// <returns>The response to send to the player trying to join the master server.</returns>
        protected virtual ResponsePlayerLoginMessage IsJoinAllowed(RequestPlayerLoginMessage msg)
        {
            var masterServer = baseServer as MasterServer;

            var responseMsg = new ResponsePlayerLoginMessage();

            if (!msg.isAnonymous && baseServer.players.Find(x => x.name == msg.username) != null)
            {
                responseMsg.success = false;
                responseMsg.error   = LoginError.UserAlreadyLoggedIn;
            }
            else if (masterServer.playerLimit && baseServer.players.Count >= masterServer.maxPlayers)
            {
                responseMsg.success = false;
                responseMsg.error   = LoginError.ServerFull;
            }
            else
            {
                if (msg.isAnonymous)
                {
                    if (!masterServer.allowGuests)
                    {
                        responseMsg.success = false;
                        responseMsg.error   = LoginError.AuthenticationRequired;
                    }
                    else
                    {
                        responseMsg.success = true;
                    }
                }
                else
                {
                    responseMsg.success = true;
                }
            }

            return(responseMsg);
        }