SetAccessTokenForNetwork() public static method

Utility function that accepts the access token for a network after it's received from the server.

public static SetAccessTokenForNetwork ( NetworkID netId, NetworkAccessToken accessToken ) : void
netId NetworkID
accessToken UnityEngine.Networking.Types.NetworkAccessToken
return void
コード例 #1
0
 public void OnMatchCreate(CreateMatchResponse matchResponse)
 {
     if (matchResponse.success)
     {
         Debug.Log("Create match succeeded");
         matchCreated = true;
         Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString));
         NetworkServer.Listen(new MatchInfo(matchResponse), 9000);
         startHost();
     }
     else
     {
         Debug.LogError("Create match failed");
     }
 }
コード例 #2
0
 public void OnMatchJoined(JoinMatchResponse matchInfo)
 {
     if (LogFilter.logDebug)
     {
         Debug.Log("NetworkManager OnMatchJoined ");
     }
     if (matchInfo.success)
     {
         Utility.SetAccessTokenForNetwork(matchInfo.networkId, new NetworkAccessToken(matchInfo.accessTokenString));
         StartClient(new MatchInfo(matchInfo));
     }
     else if (LogFilter.logError)
     {
         Debug.LogError("Join Failed:" + matchInfo);
     }
 }
コード例 #3
0
 public virtual void OnMatchCreate(CreateMatchResponse matchInfo)
 {
     if (LogFilter.logDebug)
     {
         Debug.Log("NetworkManager OnMatchCreate " + matchInfo);
     }
     if (matchInfo.success)
     {
         Utility.SetAccessTokenForNetwork(matchInfo.networkId, new NetworkAccessToken(matchInfo.accessTokenString));
         StartHost(new MatchInfo(matchInfo));
     }
     else if (LogFilter.logError)
     {
         Debug.LogError("Create Failed:" + matchInfo);
     }
 }
コード例 #4
0
 public void OnMatchJoined(JoinMatchResponse matchJoin)
 {
     if (matchJoin.success)
     {
         Debug.Log("Join match succeeded");
         if (matchCreated)
         {
             Debug.LogWarning("Match already set up, aborting...");
             return;
         }
         Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString));
         NetworkClient myClient = new NetworkClient();
         myClient.RegisterHandler(MsgType.Connect, OnConnected);
         myClient.Connect(new MatchInfo(matchJoin));
         startClientMatchmaking();
     }
     else
     {
         Debug.LogError("Join match failed");
     }
 }