private void OnReceiveAuthenticate(NetworkConnection nconn, ReceiveAuthenticateMessage message) { var conn = _connections.Find(c => c.ConnectionId == nconn.connectionId); if (conn != null) { conn.PlayFabId = message.PlayFabId; conn.IsAuthenticated = true; OnPlayerAdded.Invoke(message.PlayFabId); } }
private void OnReceiveAuthenticate(NetworkConnection arg1, ReceiveAuthenticateMessage arg2) { var conn = _connections.Find(c => c.ConnectionId == arg1.connectionId); if (conn != null) { conn.PlayFabId = arg2.PlayFabId; conn.IsAuthenticated = true; OnPlayerAdded.Invoke(arg2.PlayFabId); } }
private void OnReceiveAuthenticate(NetworkConnection connection, ReceiveAuthenticateMessage netMsg) { var conn = _connections.Find(c => c.ConnectionId == connection.connectionId); if (conn != null) { conn.PlayFabId = netMsg.PlayFabId; conn.IsAuthenticated = true; OnPlayerAdded.Invoke(netMsg.PlayFabId); Debug.Log($"Player {netMsg.PlayFabId} is added."); } }
private void OnReceiveAuthenticate(NetworkConnection netConn, ReceiveAuthenticateMessage netMsg) { Debug.Log("[UnityNetworkServer].Authenticate received"); var conn = _connections.Find(c => c.ConnectionId == netConn.connectionId); if (conn != null) { var message = netMsg; conn.PlayFabId = message.PlayFabId; conn.IsAuthenticated = true; OnPlayerAdded.Invoke(message.PlayFabId); } }