示例#1
0
        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);
            }
        }
示例#2
0
        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);
            }
        }