/// <summary> /// Sets the client of the connection to be not-ready. /// <para>Clients that are not ready do not receive spawned objects or state synchronization updates. They client can be made ready again by calling SetClientReady().</para> /// </summary> /// <param name="conn">The connection of the client to make not ready.</param> public void SetClientNotReady(INetworkConnection conn) { if (conn.IsReady) { if (logger.LogEnabled()) { logger.Log("PlayerNotReady " + conn); } conn.IsReady = false; conn.RemoveObservers(); conn.Send(new NotReadyMessage()); } }
/// <summary> /// Sets the client of the connection to be not-ready. /// <para>Clients that are not ready do not receive spawned objects or state synchronization updates. They client can be made ready again by calling SetClientReady().</para> /// </summary> /// <param name="conn">The connection of the client to make not ready.</param> public void SetClientNotReady(INetworkConnection conn) { if (conn.IsReady) { if (LogFilter.Debug) { Debug.Log("PlayerNotReady " + conn); } conn.IsReady = false; conn.RemoveObservers(); conn.Send(new NotReadyMessage()); } }