/// <summary> /// Processes the network client or connId message. /// </summary> /// <param name="netMsg">Net message.</param> public void ProcessNetworkClientMessage(Dictionary <string, object> netMsg) { // Get the type from the object NetworkMessages.MessageTypes type = (NetworkMessages.MessageTypes)System.Enum.Parse(typeof(NetworkMessages.MessageTypes), netMsg ["type"].ToString()); Debug.Log(string.Format("Client Message: {0}", type)); switch (type) { case NetworkMessages.MessageTypes.SERVER_DISCONNECT: Debug.LogError("The Server has disconnected"); GameObject.FindObjectOfType <LobbyManager> ().ResetLobby(); break; case NetworkMessages.MessageTypes.ADD_USERNAME: RunOnMainThread(() => { GameObject.FindObjectOfType <LobbyManager> ().AddUserToChat(netMsg["username"].ToString()); }); break; default: Debug.LogError(string.Format("Unknown MessageType: {0}", type)); break; } }
/// <summary> /// Processes the network server message. /// </summary> /// <param name="netMsg">Net message.</param> public void ProcessNetworkServerMessage(Dictionary <string, object> netMsg) { // Get the type from the object NetworkMessages.MessageTypes type = (NetworkMessages.MessageTypes)System.Enum.Parse(typeof(NetworkMessages.MessageTypes), netMsg ["type"].ToString()); Debug.Log(string.Format("Server Message: {0}", type)); switch (type) { case NetworkMessages.MessageTypes.JOIN_GAME: Debug.Log(string.Format("connId: {0} has joined the game", netMsg["connId"].ToString())); break; default: Debug.LogError(string.Format("Unknown MessageType: {0}", type)); break; } }