public void AddClientSide(NetworkViewID recieverId, NetworkMessageInfo info) { NetworkViewID senderViewId = Network.AllocateViewID(); this.glNetworkView.RPC("AddServerSide", info.sender, senderViewId); NetworkPlayer player = info.sender; ConnectionId playerid = NetworkPlayerToConnectionId(player); SingleEndpointConnection endpoint = mKnownPlayers[playerid]; NetworkView reciever = endpoint.gameObject.AddComponent <NetworkView>(); reciever.viewID = recieverId; reciever.stateSynchronization = NetworkStateSynchronization.Unreliable; NetworkView sender = endpoint.gameObject.AddComponent <NetworkView>(); sender.viewID = senderViewId; sender.stateSynchronization = NetworkStateSynchronization.Unreliable; endpoint.Receiver = reciever; endpoint.Sender = sender; endpoint.Init(); Debug.Log("Connection to " + playerid + " initialized"); NetworkEvent ev = new NetworkEvent(NetEventType.NewConnection, playerid, null); mEvents.Enqueue(ev); }
public void AddServerSide(NetworkViewID id, NetworkMessageInfo info) { ConnectionId playerid = NetworkPlayerToConnectionId(info.sender); SingleEndpointConnection endpoint = mKnownPlayers[playerid]; NetworkView reciever = endpoint.gameObject.AddComponent <NetworkView>(); reciever.viewID = id; //reciever.observed = this; reciever.stateSynchronization = NetworkStateSynchronization.Unreliable; endpoint.Receiver = reciever; endpoint.Init(); Debug.Log("Connection to " + playerid + " initialized"); mPlayerToConnectionId[info.sender] = playerid; NetworkEvent ev = new NetworkEvent(NetEventType.NewConnection, playerid, null); mEvents.Enqueue(ev); }