private void On_Create_Lobby_Success( EPersistenceID player_id, EMessageRequestID request_id, ELobbyID lobby_id ) { CServerLobby lobby = Get_Lobby( lobby_id ); CConnectedPlayer player = CConnectedPlayerManager.Instance.Get_Player_By_Persistence_ID( player_id ); player.On_Join_Lobby_Success( lobby_id ); CLog.Log( ELoggingChannel.Lobby, ELogLevel.Medium, String.Format( "Player {0}'s lobby {1} successfully created.", player.Name, lobby.GameDescription ) ); CCreateLobbySuccess create_response = new CCreateLobbySuccess( request_id, lobby.Clone_State() ); CServerMessageRouter.Send_Message_To_Player( create_response, player_id ); if ( lobby.IsPublic ) { CServerLobbyBrowserManager.Instance.Notify_Browsers_Of_New_Lobby( lobby_id ); } }
private void Handle_Create_Success( CCreateLobbySuccess message ) { CClientResource.Output_Text< EClientTextID >( EClientTextID.Client_Lobby_Create_Success ); Join_Lobby( message.LobbyState ); }