// ------------------------------------------------------------------------------- // OnClientMessageRequestPlayerRegister // @Client -> @Server // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnClientMessageRequestPlayerRegister</c>. /// Triggered by the server receiving a player regstration request from the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnClientMessageRequestPlayerRegister(NetworkConnection conn, ClientMessageRequestPlayerRegister msg) { ServerMessageResponsePlayerRegister message = new ServerMessageResponsePlayerRegister { success = true, text = "", causesDisconnect = false, playername = msg.playername }; if (DatabaseManager.singleton.TryPlayerRegister(msg.playername, msg.username, msg.prefabname)) { RegisterPlayer(msg.username, msg.playername, msg.prefabname); message.text = systemText.playerRegisterSuccess; } else { message.text = systemText.playerRegisterFailure; message.success = false; debug.LogFormat(this.name, nameof(OnClientMessageRequestPlayerRegister), conn.Id(), "DENIED"); //DEBUG } conn.Send(message); }
// ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponsePlayerRegister</c>. /// Triggered when the client receives a player register response from the server. /// Triggers the <c>OnServerMessageResponse</c> event. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponsePlayerRegister(NetworkConnection conn, ServerMessageResponsePlayerRegister msg) { if (msg.success) { playerPreviews.Add(new PlayerPreview { name = msg.playername }); UIWindowPlayerSelect.singleton.UpdatePlayerPreviews(true); } OnServerMessageResponse(conn, msg); }
// ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponsePlayerRegister</c>. /// Triggered when the client receives a player register response from the server. /// Triggers the <c>OnServerMessageResponse</c> event. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponsePlayerRegister(NetworkConnection conn, ServerMessageResponsePlayerRegister msg) { if (msg.success) { playerPreviews.Add(new PlayerPreview { name = msg.playername }); UIWindowPlayerSelect.singleton.UpdatePlayerPreviews(true); } debug.LogFormat(this.name, nameof(OnServerMessageResponsePlayerRegister), conn.Id(), msg.success.ToString()); //DEBUG OnServerMessageResponse(conn, msg); }
// ------------------------------------------------------------------------------- // OnClientMessageRequestPlayerRegister // @Client -> @Server // ------------------------------------------------------------------------------- void OnClientMessageRequestPlayerRegister(NetworkConnection conn, ClientMessageRequestPlayerRegister msg) { ServerMessageResponsePlayerRegister message = new ServerMessageResponsePlayerRegister { success = true, text = "", causesDisconnect = false }; if (DatabaseManager.singleton.TryPlayerRegister(msg.playername, msg.username, msg.prefabname)) { RegisterPlayer(msg.username, msg.playername, msg.prefabname); message.text = systemText.playerRegisterSuccess; } else { message.text = systemText.playerRegisterFailure; message.success = false; } conn.Send(message); }
// ------------------------------------------------------------------------------- void OnServerMessageResponsePlayerRegister(NetworkConnection conn, ServerMessageResponsePlayerRegister msg) { OnServerMessageResponse(conn, msg); }