private void HandleGameListMsg(InsightMessage _insightMsg) { // var message = (GameListMsg) insightMsg.message; Debug.Log("[GameMasterManager] - Received player requesting game list"); var gamesListMsg = new GameListMsg(); gamesListMsg.Load(registeredGameServers); var responseToSend = new InsightNetworkMessage(gamesListMsg) { callbackId = _insightMsg.callbackId, status = CallbackStatus.Success }; if (_insightMsg is InsightNetworkMessage netMsg) { server.NetworkReply(netMsg.connectionId, responseToSend); } else { server.InternalReply(responseToSend); } }
void HandleGameListMsg(InsightNetworkMessage netMsg) { GameListMsg message = netMsg.ReadMessage <GameListMsg>(); if (client.logNetworkMessages) { Debug.Log("[InsightClient] - Received Games List"); } ; gamesList.Clear(); foreach (GameContainer game in message.gamesArray) { Debug.Log(game.SceneName); gamesList.Add(new GameContainer() { UniqueId = game.UniqueId, SceneName = game.SceneName, CurrentPlayers = game.CurrentPlayers, MaxPlayers = game.MaxPlayers, MinPlayers = game.MinPlayers }); } }
void HandleGameListMsg(InsightNetworkMessage netMsg) { Debug.Log("[MatchMaking] - Player Requesting Match list"); GameListMsg gamesListMsg = new GameListMsg(); gamesListMsg.Load(registeredGameServers); netMsg.Reply(gamesListMsg); }
void HandleGameListMsg(InsightNetworkMessage netMsg) { if (server.logNetworkMessages) { UnityEngine.Debug.Log("[MatchMaking] - Player Requesting Match list"); } GameListMsg gamesListMsg = new GameListMsg(); gamesListMsg.Load(registeredGameServers); netMsg.Reply((short)MsgId.GameList, gamesListMsg); }