void SetupConnection() { if (m_Connection == null) { return; } m_Connection.Register(LiveLinkMsg.PlayerRequestAssetForGUID, RequestAssetByGUID); m_Connection.Register(LiveLinkMsg.PlayerRequestAssetTargetHash, RequestAssetTargetHash); m_Connection.Register(LiveLinkMsg.PlayerRequestSubSceneTargetHash, RequestSubSceneTargetHash); m_Connection.Register(LiveLinkMsg.PlayerRequestSubSceneForGUID, RequestSubSceneByGUID); }
void SetupConnection() { if (m_Connection == null) { return; } m_Connection.Register(LiveLinkMsg.PlayerRequestHandshakeLiveLink, RequestSessionHandshake); m_Connection.Register(LiveLinkMsg.PlayerRequestConnectLiveLink, ConnectLiveLink); m_Connection.Register(LiveLinkMsg.PlayerSetLoadedScenes, SetLoadedScenes); m_Connection.RegisterConnection(OnPlayerConnected); m_Connection.RegisterDisconnection(OnPlayerDisconnected); // After domain reload we need to reconnect all data to the player. // Optimally we would keep all state alive across domain reload... LiveLinkMsg.LogSend("ResetGame"); m_Connection.Send(LiveLinkMsg.EditorResetGame, new byte[0]); }