public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { Util.Log($"Connect Failed {reason}"); LeaveSession(); SetConnectionStatus(Enum.ConnectionStatus.Failed); (string status, string msg) = ConnectFailedReasonToHuman(reason); //TODO : UI에 뿌려주자 status msg }
private static (string, string) ConnectFailedReasonToHuman(NetConnectFailedReason reason) { switch (reason) { case NetConnectFailedReason.Timeout: return("Timed Out", ""); case NetConnectFailedReason.ServerRefused: return("Connection Refused", "The lobby may be currently in-game"); case NetConnectFailedReason.ServerFull: return("Server Full", ""); default: Debug.LogWarning($"Unknown NetConnectFailedReason {reason}"); return("Unknown Connection Failure", $"{(int)reason}"); } }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { Debug.Log($"Connect failed {reason}"); SetConnectionStatus(ConnectionStatus.Failed, reason.ToString()); }