public static void WelcomeReceived(int _fromClient, Packet _packet) { int _clientIdCheck = _packet.ReadInt(); string _username = _packet.ReadString(); string _password = _packet.ReadString(); int _token = _packet.ReadInt(); if (_fromClient != _clientIdCheck) { ServerSend.StopConnection(_clientIdCheck); } ServerAccountManager.AccountLogin(_fromClient, _username, _password, _token); }
/// <summary>Disconnects the client and stops all network traffic.</summary> private void Disconnect() { Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected."); // ThreadManager.ExecuteOnMainThread(() => // { // UnityEngine.Object.Destroy(player.gameObject); // player = null; // }); ServerAccountManager.AccountLogout(id); tcp.Disconnect(); udp.Disconnect(); ServerSend.PlayerDisconnected(id); }
public void SaveFile() { ServerAccountManager.SaveServerAccounts(); }
public void LoadFile() { ServerAccountManager.LoadServerAccounts(); }
public static void RequestAccountDataFromServer(int _fromClient, Packet _packet) { int _sessionToken = _packet.ReadInt(); ServerAccountManager.RequestAccountData(_fromClient, _sessionToken); }