private void OnDisconnected(NetworkConnection conn) { conn.InvokeHandlerNoData(0x21); for (int i = 0; i < conn.playerControllers.Count; i++) { if ((conn.playerControllers[i].gameObject != null) && LogFilter.logWarn) { Debug.LogWarning("Player not destroyed when connection disconnected."); } } if (LogFilter.logDebug) { Debug.Log("Server lost client:" + conn.connectionId); } conn.RemoveObservers(); conn.Dispose(); }
internal void InternalSetClientNotReady(NetworkConnection conn) { if (!conn.isReady) return; if (LogFilter.logDebug) Debug.Log((object) ("PlayerNotReady " + (object) conn)); conn.isReady = false; conn.RemoveObservers(); NotReadyMessage notReadyMessage = new NotReadyMessage(); conn.Send((short) 36, (MessageBase) notReadyMessage); }
internal void InternalSetClientNotReady(NetworkConnection conn) { if (conn.isReady) { if (LogFilter.logDebug) { Debug.Log("PlayerNotReady " + conn); } conn.isReady = false; conn.RemoveObservers(); NotReadyMessage msg = new NotReadyMessage(); conn.Send(0x24, msg); } }