private void _loadBalancerClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { StatusTextChange("Load Balancing Server: " + ConnectionStatus.ToString()); switch (ConnectionStatus) { case RipsawClient.eConnectionStatus.Connected: _loadBalancerClient.Send("<RipsawMessage><MessageType>ServerList</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true); break; } }
private void _spinUpClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { StatusTextChange("Game Server: " + ConnectionStatus.ToString()); switch (ConnectionStatus) { case RipsawClient.eConnectionStatus.Connected: _spinUpClient.Send("<RipsawMessage><MessageType>ServerConnection</MessageType><Account><ID>" + _accountID.ToString() + "</ID><Guid>" + _accountGuid.ToString() + "</Guid></Account></RipsawMessage>", true); _statusTextControl.gameObject.SetActive(false); _lobbyMenu.SetActive(true); break; } }
private void _authenticationClient_OnConnectionChanged(RipsawClient.RipsawClient Client, RipsawClient.eConnectionStatus ConnectionStatus) { Debug.Log(ConnectionStatus.ToString()); StatusTextChange("Authentication Server: " + ConnectionStatus.ToString()); }