// --------------- Join game handlers ----------------- // queue private void OnServerJoinSoloQueueRequest(NetworkMessage netMsg) { ClientJoinSoloQueueRequestMessage msg = netMsg.ReadMessage <ClientJoinSoloQueueRequestMessage>(); Debug.Log("Server received JoinSoloQueue request from " + msg.userId + " " + msg.userName); User u = usersByName[msg.userName]; if (u.isIdentified) { if (soloQueue.queueUser(u)) { GameLogicServer newgame = soloQueue.checkQueue(); if (newgame != null) { games[newgame.gameId] = newgame; ServerSendNewGameDataToPlayers(newgame); } else { ServerJoinSoloQueueResponseMessage responseMsg = new ServerJoinSoloQueueResponseMessage(); responseMsg.joinedQueue = true; netMsg.conn.Send(ServerJoinSoloQueueResponseMessage.ID, responseMsg); } } } else { ServerJoinSoloQueueResponseMessage responseMsg = new ServerJoinSoloQueueResponseMessage(); responseMsg.joinedQueue = false; netMsg.conn.Send(ServerJoinSoloQueueResponseMessage.ID, responseMsg); } }
// --------------- Join game handlers ----------------- // queue private void ClientJoinSoloQueueRequest() { ClientJoinSoloQueueRequestMessage msg = new ClientJoinSoloQueueRequestMessage(); msg.userId = user.userId; msg.userName = user.userName; client.Send(ClientJoinSoloQueueRequestMessage.ID, msg); user.isQueued = true; Debug.Log("Sent join solo queue request"); }