void OnClientNotReadyMessageInternal(NetworkConnection conn, NotReadyMessage msg) { if (LogFilter.Debug) { Debug.Log("NetworkManager.OnClientNotReadyMessageInternal"); } ClientScene.ready = false; OnClientNotReady(conn); // NOTE: clientReadyConnection is not set here! don't want OnClientConnect to be invoked again after scene changes. }
internal static void InternalSetClientNotReady(NetworkConnection conn) { if (conn.isReady) { if (LogFilter.Debug) { Debug.Log("PlayerNotReady " + conn); } conn.isReady = false; conn.RemoveObservers(); NotReadyMessage msg = new NotReadyMessage(); conn.Send((short)MsgType.NotReady, msg); } }
internal void ClientNotReadyMessage(INetworkConnection conn, NotReadyMessage msg) { logger.Log("NetworkSceneManager.OnClientNotReadyMessageInternal"); client.Connection.IsReady = false; }
internal void ClientNotReadyMessage(INetworkConnection conn, NotReadyMessage msg) { logger.Log("NetworkSceneManager.OnClientNotReadyMessageInternal"); OnClientNotReady(conn); }