void StartHostClient() { logger.Log("NetworkManager ConnectLocalClient"); server.ActivateHostScene(); RegisterClientMessages(client.Connection); }
void StartHostClient() { if (LogFilter.Debug) { Debug.Log("NetworkManager ConnectLocalClient"); } server.ActivateHostScene(); RegisterClientMessages(client.Connection); }
internal void FinishLoadScene(string sceneName, SceneOperation sceneOperation) { // host mode? if (client && client.IsLocalClient) { logger.Log("Finished loading scene in host mode."); if (client.Connection != null && sceneOperation == SceneOperation.Normal) { client.OnAuthenticated(client.Connection); } // server scene was loaded. now spawn all the objects server.ActivateHostScene(); // call OnServerSceneChanged OnServerSceneChanged(sceneName, sceneOperation); if (client.IsConnected) { // let client know that we changed scene OnClientSceneChanged(sceneName, sceneOperation); } } // server-only mode? else if (server && server.Active) { logger.Log("Finished loading scene in server-only mode."); server.SpawnObjects(); OnServerSceneChanged(sceneName, sceneOperation); } // client-only mode? else if (client && client.Active) { logger.Log("Finished loading scene in client-only mode."); if (client.Connection != null && sceneOperation == SceneOperation.Normal) { client.OnAuthenticated(client.Connection); } OnClientSceneChanged(sceneName, sceneOperation); } }
internal void ConnectHost(NetworkServer server) { logger.Log("Client Connect Host to Server"); connectState = ConnectState.Connected; InitializeAuthEvents(); // create local connection objects and connect them (IConnection c1, IConnection c2) = PipeConnection.CreatePipe(); server.SetLocalConnection(this, c2); hostServer = server; Connection = new NetworkConnection(c1); RegisterHostHandlers(); server.ActivateHostScene(); _ = OnConnected(); }