/* * // Callback triggered when this instance receives an incoming client connection * public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token) * { * //*Example:* Accepting an incoming connection with user credentials in the data token. * // UserCredentials creds = (UserCredentials)token); * /// if(Authenticate(creds.username, creds.password)) { * /// BoltNetwork.Accept(connection.remoteEndPoint); * /// } * * * print("S ConnectRequest 2"); * BoltNetwork.Accept(endpoint); * } */ /* * public override void ConnectRequest(UdpKit.UdpEndPoint endpoint) * { * print("Connection request of type 1"); * BoltNetwork.Accept(endpoint); * } */ /*public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token) * { * print("ACcept incoming connection"); * BoltNetwork.Accept(endpoint); * }*/ /*public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token) * { * print("Connection request "); * CameraSpawnPoint csp = new CameraSpawnPoint(new Vector3(20, 20, 20)); * print("Connect request, setting spawn point: "+ csp.position); * BoltNetwork.Accept(endpoint, csp, csp, csp); * }*/ // Callback triggered when a client has become connected to this instance /*public override void Connected(BoltConnection connection) * { * print("S Connected 1"); * * }*/ // Callback triggered when a client has become connected to this instance public override void Connected(BoltConnection c, Bolt.IProtocolToken acceptToken) { //*Example:* Using a protocol token with the Connected callback to pass a spawnpoint position to to new player entity. print("S Connected 2"); print("AcceptToken: " + acceptToken); //Store this location along with the user's connection PlayerObjectRegistry.CreateClientPlayer(c, (CameraSpawnPoint)acceptToken); }
public override void Connected(BoltConnection connection) { PlayerObjectRegistry.CreateClientPlayer(connection); GameManager.Instance.SetAllPlayerReadyState(false); var log = LogEvent.Create(); log.Message = string.Format("{0} connected", connection.RemoteEndPoint); log.Send(); }
public override void Connected(BoltConnection connection) { PlayerObjectRegistry.CreateClientPlayer(connection); }
// Creates a client player when connecting to the server. public override void Connected(BoltConnection arg) { PlayerObjectRegistry.CreateClientPlayer(arg); Debug.Log(arg.ConnectionId + " Connected"); }