private static void OnOpen() { // Notify ConnectionWatchdog that connection is ok ConnectionWatchdog.OnOpen(); // observable FoolObservable.OnConnectedToGameServer(); IsConnectingToGameServer = false; IsConnected = true; //authorize with token ClientSendPackets.Send_Authorize(myToken); }
/// <summary> /// Give up or leave /// </summary> public static void LeaveRoom() { ClientSendPackets.Send_LeaveRoom(); LocalPlayer.IsInRoom = false; }
public static void JoinRoom(long roomId) { ClientSendPackets.Send_JoinRoom(roomId); //todo show 'loading' }
/// <summary> /// Call to join any room with no matchmaking. /// </summary> public static void JoinRandom() { ClientSendPackets.Send_JoinRandom(); }