// Server public void OnPlayerInfoReceived(NetworkMessage _networkMessage) // pass the client's player info { Debug.Log("Player " + _networkMessage.conn.connectionId.ToString() + "'s info received!"); //Read msg with player info RegisterPlayerInfoMessage infoMsg = _networkMessage.ReadMessage <RegisterPlayerInfoMessage>(); string lobbyMsg = ""; // find the sending client's player in our info list by connection id for (int i = 0; i < this.maxConnections; i++) { if (this.playerInfoList[i].connectionId == _networkMessage.conn.connectionId) { // update the player info list for the sending client PlayerInfo temp = this.playerInfoList[i]; temp.name = infoMsg.name; temp.colour = infoMsg.colour; this.playerInfoList[i] = temp; lobbyMsg = temp.name + " has joined"; } } this.SendLobbyUpdates(lobbyMsg); }
// Client public void SendClientPlayerInformation() { RegisterPlayerInfoMessage msg = new RegisterPlayerInfoMessage(); msg.name = this.clientPlayerInfo.name; msg.colour = this.clientPlayerInfo.colour; this.client.Send(CustomMsgType.PlayerInfo, msg); }