// ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponseUserRegister</c>. /// Triggered when the client receives a register response from the server. /// Checks whether the register request was succesful. /// Doesn't login the player. To log the player in another request has to be made. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponseUserRegister(NetworkConnection conn, ServerMessageResponseUserRegister msg) { // -- hide user registration window if succeeded if (msg.success) { UIWindowRegisterUser.singleton.Hide(); } OnServerMessageResponse(conn, msg); }
// ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponseUserRegister</c>. /// Triggered when the client receives a register response from the server. /// Checks whether the register request was succesful. /// Doesn't login the player. To log the player in another request has to be made. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponseUserRegister(NetworkConnection conn, ServerMessageResponseUserRegister msg) { // -- hide user registration window if succeeded if (msg.success) { UIWindowRegisterUser.singleton.Hide(); } debug.LogFormat(this.name, nameof(OnServerMessageResponseUserRegister), conn.Id(), msg.success.ToString()); //DEBUG OnServerMessageResponse(conn, msg); }
// ------------------------------------------------------------------------------- // OnClientMessageRequestUserRegister // @Client -> @Server // ------------------------------------------------------------------------------- void OnClientMessageRequestUserRegister(NetworkConnection conn, ClientMessageRequestUserRegister msg) { ServerMessageResponseUserRegister message = new ServerMessageResponseUserRegister { success = true, text = "", causesDisconnect = false }; if (DatabaseManager.singleton.TryUserRegister(msg.username, msg.password, msg.email, msg.deviceid)) { DatabaseManager.singleton.SaveDataUser(msg.username, false); message.text = systemText.userRegisterSuccess; } else { message.text = systemText.userRegisterFailure; message.success = false; } conn.Send(message); }
// ------------------------------------------------------------------------------- // OnClientMessageRequestUserRegister // @Client -> @Server // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnClientMessageRequestUserRegister</c>. /// Triggered when the server receives a user registration request from the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnClientMessageRequestUserRegister(NetworkConnection conn, ClientMessageRequestUserRegister msg) { ServerMessageResponseUserRegister message = new ServerMessageResponseUserRegister { success = true, text = "", causesDisconnect = false }; if (DatabaseManager.singleton.TryUserRegister(msg.userName, msg.password, msg.email, msg.deviceid)) { RegisterUser(msg.userName); message.text = systemText.userRegisterSuccess; } else { message.text = systemText.userRegisterFailure; message.success = false; debug.LogFormat(this.name, nameof(OnClientMessageRequestUserRegister), conn.ID(), "DENIED"); //DEBUG } conn.Send(message); }
// ------------------------------------------------------------------------------- void OnServerMessageResponseUserRegister(NetworkConnection conn, ServerMessageResponseUserRegister msg) { OnServerMessageResponse(conn, msg); }