void ServerIdentificationResponse(User u, NetworkConnection client) { ServerIdentificationResponseMessage msg = new ServerIdentificationResponseMessage(); msg.isSuccessful = u.isIdentified; msg.userId = u.userId; msg.userName = u.userName; // temporary msg.currentGameId = u.currentGameId; client.Send(ServerIdentificationResponseMessage.ID, msg); Debug.Log("Server sent ServerIdentificationResponse " + msg.isSuccessful); }
void OnClientIdentified(NetworkMessage netMsg) { ServerIdentificationResponseMessage msg = netMsg.ReadMessage <ServerIdentificationResponseMessage>(); if (msg.isSuccessful) { ClockMaster.clientSingleton.startSyncClient(); // sync clock Debug.Log("Client successfully identified"); user = new User(msg.userId, msg.userName); user.isIdentified = true; user.currentGameId = msg.currentGameId; // If client was in game on identification, join it if (msg.currentGameId != 0) { // TODO - rejoin logic } } else { Debug.Log("Client failed identification"); } }