This sends the set of peers in the game to all the peers in the game.
internal void OnServerConnectInternal(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkManager:OnServerConnectInternal"); } netMsg.conn.SetMaxDelay(m_MaxDelay); if (m_MaxBufferedPackets != 512) { for (int i = 0; i < NetworkServer.numChannels; i++) { netMsg.conn.SetChannelOption(i, ChannelOption.MaxPendingBuffers, m_MaxBufferedPackets); } } if (!m_AllowFragmentation) { for (int j = 0; j < NetworkServer.numChannels; j++) { netMsg.conn.SetChannelOption(j, ChannelOption.AllowFragmentation, 0); } } if (networkSceneName != "" && networkSceneName != m_OfflineScene) { StringMessage msg = new StringMessage(networkSceneName); netMsg.conn.Send(39, msg); } if (m_MigrationManager != null) { m_MigrationManager.SendPeerInfo(); } OnServerConnect(netMsg.conn); }
// ----------------------------- Server Internal Message Handlers -------------------------------- internal void OnServerConnectInternal(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkManager:OnServerConnectInternal"); } netMsg.conn.SetMaxDelay(m_MaxDelay); if (m_MaxBufferedPackets != ChannelBuffer.MaxBufferedPackets) { for (int channelId = 0; channelId < NetworkServer.numChannels; channelId++) { netMsg.conn.SetChannelOption(channelId, ChannelOption.MaxPendingBuffers, m_MaxBufferedPackets); } } if (!m_AllowFragmentation) { for (int channelId = 0; channelId < NetworkServer.numChannels; channelId++) { netMsg.conn.SetChannelOption(channelId, ChannelOption.AllowFragmentation, 0); } } if (networkSceneName != "" && networkSceneName != m_OfflineScene) { StringMessage msg = new StringMessage(networkSceneName); netMsg.conn.Send(MsgType.Scene, msg); } #if ENABLE_UNET_HOST_MIGRATION if (m_MigrationManager != null) { m_MigrationManager.SendPeerInfo(); } #endif OnServerConnect(netMsg.conn); }
// ----------------------------- Server Internal Message Handlers -------------------------------- internal void OnServerConnectInternal(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkManager:OnServerConnectInternal"); } netMsg.conn.SetMaxDelay(m_MaxDelay); if (networkSceneName != "" && networkSceneName != m_OfflineScene) { StringMessage msg = new StringMessage(networkSceneName); netMsg.conn.Send(MsgType.Scene, msg); } #if ENABLE_UNET_HOST_MIGRATION if (m_MigrationManager != null) { m_MigrationManager.SendPeerInfo(); } #endif OnServerConnect(netMsg.conn); }