public void AddClientToServer(string serverIP, NetworkServers.UserConnection user) { GetNetworkServers(networkServers => { foreach (NetworkServers.Server serverInNetworkData in networkServers.Servers) { if (serverInNetworkData.HostIP == serverIP) { serverInNetworkData.Users.Add(user); break; } } PostNetworkData(networkServers, () => { Debug.Log("-----------Client added to the database-----------"); }); }); }
private void AddHostIPEntry() { if (_connectionType != ConnectionType.PublicHost) { return; } Debug.Log("-----------Adding host IP entry-----------"); // Making a server NetworkServers.Server server = new NetworkServers.Server(); server.HostIP = LocalIP; _networkUtils.PostServer(server, () => { NetworkServers.UserConnection user = new NetworkServers.UserConnection(); user.connectionId = GameManager.Instance.LocalPlayer.connectionToServer.connectionId; _networkUtils.AddClientToServer(LocalIP, user); }); }