// ======================== MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- // OnClientMessageRequestPlayerLogin // @Client -> @Server // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnClientMessageRequestPlayerLogin</c>. /// Triggered by the server receiving a player login request from the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnClientMessageRequestPlayerLogin(NetworkConnection conn, ClientMessageRequestPlayerLogin msg) { ServerMessageResponsePlayerLogin message = new ServerMessageResponsePlayerLogin { success = true, text = "", causesDisconnect = false }; // -- check for GetIsUserLoggedIn because that covers all players on the account if (GetIsUserLoggedIn(msg.userName) && DatabaseManager.singleton.TryPlayerLogin(msg.playerName, msg.userName)) { LoginPlayer(conn, msg.userName, msg.playerName, 0); //dont check for token message.text = systemText.playerLoginSuccess; } else { message.text = systemText.playerLoginFailure; message.success = false; debug.LogFormat(this.name, nameof(OnClientMessageRequestPlayerLogin), conn.ID(), "DENIED"); //DEBUG } conn.Send(message); }
// ======================== MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- // OnClientMessageRequestPlayerLogin // @Client -> @Server // ------------------------------------------------------------------------------- void OnClientMessageRequestPlayerLogin(NetworkConnection conn, ClientMessageRequestPlayerLogin msg) { ServerMessageResponsePlayerLogin message = new ServerMessageResponsePlayerLogin { success = true, text = "", causesDisconnect = false }; if (DatabaseManager.singleton.TryPlayerLogin(msg.playername, msg.username)) { LoginPlayer(conn, msg.username, msg.playername); message.text = systemText.playerLoginSuccess; } else { message.text = systemText.playerLoginFailure; message.success = false; } conn.Send(message); }
// ======================== MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- // OnClientMessageRequestPlayerLogin // @Client -> @Server // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnClientMessageRequestPlayerLogin</c>. /// Triggered by the server receiving a player login request from the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnClientMessageRequestPlayerLogin(NetworkConnection conn, ClientMessageRequestPlayerLogin msg) { ServerMessageResponsePlayerLogin message = new ServerMessageResponsePlayerLogin { success = true, text = "", causesDisconnect = false }; // -- check for GetIsUserLoggedIn because that covers all players on the account if (GetIsUserLoggedIn(msg.username) && DatabaseManager.singleton.TryPlayerLogin(msg.playername, msg.username)) { LoginPlayer(conn, msg.username, msg.playername); message.text = systemText.playerLoginSuccess; } else { message.text = systemText.playerLoginFailure; message.success = false; } conn.Send(message); }
// ======================== MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponsePlayerLogin</c>. /// Triggered when the client receives a player login response from the server. /// Triggers the <c>OnServerMessageResponse</c> event. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponsePlayerLogin(NetworkConnection conn, ServerMessageResponsePlayerLogin msg) { OnServerMessageResponse(conn, msg); }
// ======================== MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponsePlayerLogin</c>. /// Triggered when the client receives a player login response from the server. /// Triggers the <c>OnServerMessageResponse</c> event. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponsePlayerLogin(NetworkConnection conn, ServerMessageResponsePlayerLogin msg) { debug.LogFormat(this.name, nameof(OnServerMessageResponsePlayerLogin), conn.Id(), msg.success.ToString()); //DEBUG OnServerMessageResponse(conn, msg); }