protected virtual UniTaskVoid HandleClientNotReadyRequest( RequestHandlerData requestHandler, EmptyMessage request, RequestProceedResultDelegate <EmptyMessage> result) { AckResponseCode responseCode = AckResponseCode.Error; if (SetPlayerNotReady(requestHandler.ConnectionId, requestHandler.Reader)) { responseCode = AckResponseCode.Success; } result.Invoke(responseCode, EmptyMessage.Value); return(default);
protected virtual async UniTaskVoid HandleEnterGameRequest( RequestHandlerData requestHandler, EnterGameRequestMessage request, RequestProceedResultDelegate <EnterGameResponseMessage> result) { AckResponseCode responseCode = AckResponseCode.Error; EnterGameResponseMessage response = new EnterGameResponseMessage(); if (request.packetVersion == PacketVersion() && await DeserializeEnterGameData(requestHandler.ConnectionId, requestHandler.Reader)) { responseCode = AckResponseCode.Success; response.connectionId = requestHandler.ConnectionId; response.serverSceneName = ServerSceneName; } result.Invoke(responseCode, response); }
internal abstract void InvokeRequest(RequestHandlerData requestHandler, RequestProceedResultDelegate <INetSerializable> responseProceedResult);