CreatePlayer() публичный статический Метод

public static CreatePlayer ( BoltConnection connection, string username ) : void
connection BoltConnection
username string
Результат void
Пример #1
0
    public override void Connected(BoltConnection connection)
    {
        Bolt.IProtocolToken token = connection.ConnectToken;

        //if this is a development build or in the editor, user authorization is not required
        //this should allow for much faster debugging and testing
        if ((Debug.isDebugBuild || Application.isEditor) && token == null)
        {
            var newToken = new ConnectionRequestData();
            newToken.Password = ServerSideData.Password;
            string baseusername = "******";
            int    suffix       = 0;
            while (PlayerRegistry.UserConnected(baseusername + suffix))
            {
                suffix++;
            }
            string name = baseusername + suffix;
            newToken.PlayerName = name;
            token = newToken;
            DebugNameEvent evnt = DebugNameEvent.Create(connection, Bolt.ReliabilityModes.ReliableOrdered);
            evnt.NewName = name;
            evnt.Send();
        }

        if (token != null && token is ConnectionRequestData)
        {
            ConnectionRequestData data = (ConnectionRequestData)token;
            Debug.Log("connection request with token of type " + token.GetType().Name);
            if (data.Password != ServerSideData.Password)
            {
                connection.Disconnect(new DisconnectReason("Server Refused Connection", "Incorrect Password"));
            }
            else if (PlayerRegistry.UserConnected(data.PlayerName))
            {
                connection.Disconnect(new DisconnectReason("Server Refused Connection", "A player with that name is already connected"));
            }
            else if (GameManager.instance.CurrentGameState == GameManager.GameState.IN_GAME)
            {
                if (!IndexMap.ContainsPlayer(data.PlayerName))
                {
                    connection.Disconnect(new DisconnectReason("Server Refused Connection", "Game already in progress"));
                }
            }
            else
            {
                PlayerRegistry.CreatePlayer(connection, data.PlayerName);
                lobby.AddPlayer(data.PlayerName);
                lobby.SetPlayerStatIndex(data.PlayerName, IndexMap.AddPlayer(data.PlayerName));
                //player connected successfully!
            }
        }
        else
        {
            connection.Disconnect(new DisconnectReason("Server Refused Connection", "Invalid Connection Token"));
        }
    }
Пример #2
0
 public override void BoltStartDone()
 {
     IndexMap = new PlayerIndexMap();
     if (GameManager.instance.CurrentUserName == "")
     {
         GameManager.instance.CurrentUserName = "******";
     }
     PlayerRegistry.CreatePlayer(null, GameManager.instance.CurrentUserName);
     IndexMap.AddPlayer(GameManager.instance.CurrentUserName);
     lobby = BoltNetwork.Instantiate(BoltPrefabs.LobbyList).GetComponent <LobbyState>();
     lobby.InitializeLobby();
 }
Пример #3
0
 public override void Connected(BoltConnection connection)
 {
     PlayerRegistry.CreatePlayer(connection);
 }