This represents a networked player.
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { //base.OnServerRemovePlayer(conn, player); ConnectionManager.instance.RemoveGunfish(conn); //print("Removing player"); RaceManager.instance.TrySwapLevel(); }
void OnServerReadyToBeginMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage"); } netMsg.ReadMessage(s_ReadyToBeginMessage); UnityEngine.Networking.PlayerController lobbyController = netMsg.conn.playerControllers.First(); // set this player ready var lobbyPlayer = lobbyController.gameObject.GetComponent <LobbyPlayer>(); lobbyPlayer.readyToBegin = s_ReadyToBeginMessage.readyState; // tell every player that this player is ready var outMsg = new LobbyReadyToBeginMessage(); outMsg.slotId = lobbyPlayer.slot; outMsg.readyState = s_ReadyToBeginMessage.readyState; NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, outMsg); // maybe start the game CheckReadyToBegin(); }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { if (player.gameObject != null) { NetworkServer.Destroy(player.gameObject); } }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { byte slot = player.gameObject.GetComponent <CaptainsMessPlayer>().slot; lobbySlots[slot] = null; base.OnServerRemovePlayer(conn, player); }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { base.OnServerRemovePlayer(conn, player); var canvas = FindObjectOfType <Canvas>(); var button = canvas.GetComponentInChildren <Button>(); button.GetComponentInChildren <Text>().text = this.numPlayers + " Player(s)"; }
public override void OnServerRemovePlayer( NetworkConnection conn, UnityEngine.Networking.PlayerController playerController ) { Player player = playerController.gameObject.GetComponent <Player>(); players[player.playerId] = null; base.OnServerRemovePlayer(conn, playerController); }
void OnServerSceneLoadedMessage(NetworkMessage netMsg) { if (LogFilter.logDebug) { Debug.Log("NetworkLobbyManager OnSceneLoadedMessage"); } netMsg.ReadMessage(s_SceneLoadedMessage); UnityEngine.Networking.PlayerController lobbyController = netMsg.conn.playerControllers.First(); SceneLoadedForPlayer(netMsg.conn, lobbyController.gameObject); }
static public bool GetPlayerController(short id, NetworkConnection conn, out UnityEngine.Networking.PlayerController player) { for (int i = 0; i < conn.playerControllers.Count; i++) { if (conn.playerControllers [i] != null && conn.playerControllers [i].playerControllerId == id) { player = conn.playerControllers [i]; return(true); } } player = null; return(false); }
internal void AddLocalPlayer(PlayerController localPlayer) { if (LogFilter.logDev) Debug.Log((object) ("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + (object) this.m_Connection.connectionId)); this.m_Connection.isReady = true; this.m_Connection.SetPlayerController(localPlayer); NetworkIdentity unetView = localPlayer.unetView; if ((Object) unetView != (Object) null) { ClientScene.SetLocalObject(unetView.netId, localPlayer.gameObject); unetView.SetConnectionToServer(this.m_Connection); } ClientScene.InternalAddPlayer(unetView, localPlayer.playerControllerId); }
void RemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController controller) { var playerConnection = new PlayerConnection { ConnectionID = conn.connectionId, PlayerControllerID = controller.playerControllerId }; if (PlayerMap.ContainsKey(playerConnection)) { var player = PlayerMap[playerConnection]; player.Type = PlayerType.None; player.Selection = new PlayerSelection(); PlayerMap.Remove(playerConnection); } playerCount = Mathf.Max(0, playerCount - 1); }
internal void AddLocalPlayer(PlayerController localPlayer) { if (LogFilter.logDev) { Debug.Log(string.Concat(new object[] { "Local client AddLocalPlayer ", localPlayer.gameObject.name, " conn=", base.m_Connection.connectionId })); } base.m_Connection.isReady = true; base.m_Connection.SetPlayerController(localPlayer); NetworkIdentity unetView = localPlayer.unetView; if (unetView != null) { ClientScene.SetLocalObject(unetView.netId, localPlayer.gameObject); unetView.SetConnectionToServer(base.m_Connection); } ClientScene.InternalAddPlayer(unetView, localPlayer.playerControllerId); }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { var playerControllerId = player.playerControllerId; byte slot = player.gameObject.GetComponent <LobbyPlayer>().slot; lobbySlots[slot] = null; base.OnServerRemovePlayer(conn, player); foreach (var p in lobbySlots) { if (p != null) { p.GetComponent <LobbyPlayer>().readyToBegin = false; s_LobbyReadyToBeginMessage.slotId = p.slot; s_LobbyReadyToBeginMessage.readyState = false; NetworkServer.SendToReady(null, MsgType.LobbyReadyToBegin, s_LobbyReadyToBeginMessage); } } OnLobbyServerPlayerRemoved(conn, playerControllerId); }
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { base.OnServerAddPlayer(conn, playerControllerId); GameObject player = null; UnityEngine.Networking.PlayerController playerController = conn.playerControllers[(int)playerControllerId]; if (playerController != null) { player = playerController.gameObject; } if (player != null) { if (numPlayers == 1) { SetupServer(player); } else { player.name = "Client"; } } }
public static bool RemovePlayer(short playerControllerId) { PlayerController controller; if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "ClientScene::RemovePlayer() for ID ", playerControllerId, " called with connection [", s_ReadyConnection, "]" })); } if (s_ReadyConnection.GetPlayerController(playerControllerId, out controller)) { RemovePlayerMessage msg = new RemovePlayerMessage { playerControllerId = playerControllerId }; s_ReadyConnection.Send(0x26, msg); s_ReadyConnection.RemovePlayerController(playerControllerId); s_LocalPlayers[playerControllerId] = new PlayerController(); UnityEngine.Object.Destroy(controller.gameObject); return true; } if (LogFilter.logError) { Debug.LogError("Failed to find player ID " + playerControllerId); } return false; }
// called when a player is removed for a client public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { if (player.unetView != null && player.gameObject != null) NetworkServer.Destroy(player.gameObject); }
internal bool GetPlayerController(short playerControllerId, out PlayerController playerController) { playerController = (PlayerController) null; if (this.playerControllers.Count <= 0) return false; for (int index = 0; index < this.playerControllers.Count; ++index) { if (this.playerControllers[index].IsValid && (int) this.playerControllers[index].playerControllerId == (int) playerControllerId) { playerController = this.playerControllers[index]; return true; } } return false; }
public virtual void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { if (player.gameObject != null) { NetworkServer.Destroy(player.gameObject); } }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { base.OnServerRemovePlayer(conn, player); Debug.LogError("OnServerRemovePlayer" + System.DateTime.Now.TimeOfDay); }
internal void SetPlayerController(PlayerController player) { while (player.playerControllerId >= this.m_PlayerControllers.Count) { this.m_PlayerControllers.Add(new PlayerController()); } this.m_PlayerControllers[player.playerControllerId] = player; }
//서버에서 플레이어 지울때 public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { //플레이어 지움 base.OnServerRemovePlayer(conn, player); playerCount--; }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { LogEntry(); base.OnServerRemovePlayer(conn, player); LogExit(); }
public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { short playerControllerId = player.playerControllerId; this.lobbySlots[(int) player.gameObject.GetComponent<NetworkLobbyPlayer>().slot] = (NetworkLobbyPlayer) null; base.OnServerRemovePlayer(conn, player); foreach (NetworkLobbyPlayer lobbySlot in this.lobbySlots) { if ((Object) lobbySlot != (Object) null) { lobbySlot.GetComponent<NetworkLobbyPlayer>().readyToBegin = false; NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId = lobbySlot.slot; NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState = false; NetworkServer.SendToReady((GameObject) null, (short) 43, (MessageBase) NetworkLobbyManager.s_LobbyReadyToBeginMessage); } } this.OnLobbyServerPlayerRemoved(conn, playerControllerId); }
public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { short playerControllerId = player.playerControllerId; this.lobbySlots[(int) player.gameObject.GetComponent<NetworkLobbyPlayer>().slot] = (NetworkLobbyPlayer) null; base.OnServerRemovePlayer(conn, player); // base implementation destroys the player gameobject foreach (NetworkLobbyPlayer networkLobbyPlayer in this.lobbySlots) { if ((UnityEngine.Object) networkLobbyPlayer != (UnityEngine.Object) null) { networkLobbyPlayer.GetComponent<NetworkLobbyPlayer>().readyToBegin = false; NetworkLobbyManager.s_LobbyReadyToBeginMessage.slotId = networkLobbyPlayer.slot; NetworkLobbyManager.s_LobbyReadyToBeginMessage.readyState = false; NetworkServer.SendToReady((GameObject) null, (short) 43, (MessageBase) NetworkLobbyManager.s_LobbyReadyToBeginMessage); } } this.OnLobbyServerPlayerRemoved(conn, playerControllerId); // empty virtual hook method }
internal bool InternalReplacePlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId) { NetworkIdentity identity; PlayerController controller; if (!GetNetworkIdentity(playerGameObject, out identity)) { if (LogFilter.logError) { Debug.LogError("ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + playerGameObject); } return false; } if (!CheckPlayerControllerIdForConnection(conn, playerControllerId)) { return false; } if (LogFilter.logDev) { Debug.Log("NetworkServer ReplacePlayer"); } if (conn.GetPlayerController(playerControllerId, out controller)) { controller.unetView.SetNotLocalPlayer(); controller.unetView.ClearClientOwner(); } PlayerController player = new PlayerController(playerGameObject, playerControllerId); conn.SetPlayerController(player); identity.SetConnectionToClient(conn, player.playerControllerId); if (LogFilter.logDev) { Debug.Log("NetworkServer ReplacePlayer setup local"); } if (!this.SetupLocalPlayerForConnection(conn, identity, player)) { if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "Replacing playerGameObject object netId: ", playerGameObject.GetComponent<NetworkIdentity>().netId, " asset ID ", playerGameObject.GetComponent<NetworkIdentity>().assetId })); } FinishPlayerForConnection(conn, identity, playerGameObject); if (identity.localPlayerAuthority) { identity.SetClientOwner(conn); } } return true; }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { base.OnServerRemovePlayer(conn, player); print("Player Removed"); }
internal bool InternalReplacePlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId) { NetworkIdentity view; if (!NetworkServer.GetNetworkIdentity(playerGameObject, out view)) { if (LogFilter.logError) Debug.LogError((object) ("ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + (object) playerGameObject)); return false; } if (!this.CheckPlayerControllerIdForConnection(conn, playerControllerId)) return false; if (LogFilter.logDev) Debug.Log((object) "NetworkServer ReplacePlayer"); PlayerController playerController = new PlayerController(playerGameObject, playerControllerId); conn.SetPlayerController(playerController); view.m_PlayerId = playerController.playerControllerId; view.SetConnectionToClient(conn); if (LogFilter.logDev) Debug.Log((object) "NetworkServer ReplacePlayer setup local"); if (this.SetupLocalPlayerForConnection(conn, view, playerController)) return true; if (LogFilter.logDebug) { object[] objArray = new object[4]; int index1 = 0; string str1 = "Replacing playerGameObject object netId: "; objArray[index1] = (object) str1; int index2 = 1; // ISSUE: variable of a boxed type __Boxed<NetworkInstanceId> local1 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().netId; objArray[index2] = (object) local1; int index3 = 2; string str2 = " asset ID "; objArray[index3] = (object) str2; int index4 = 3; // ISSUE: variable of a boxed type __Boxed<NetworkHash128> local2 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().assetId; objArray[index4] = (object) local2; Debug.Log((object) string.Concat(objArray)); } this.FinishPlayerForConnection(conn, view, playerGameObject); return true; }
internal bool InternalAddPlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId) { NetworkIdentity view; if (!NetworkServer.GetNetworkIdentity(playerGameObject, out view)) { if (LogFilter.logError) Debug.Log((object) ("AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + (object) playerGameObject)); return false; } if (!this.CheckPlayerControllerIdForConnection(conn, playerControllerId)) return false; PlayerController playerController1 = (PlayerController) null; GameObject gameObject = (GameObject) null; if (conn.GetPlayerController(playerControllerId, out playerController1)) gameObject = playerController1.gameObject; if ((UnityEngine.Object) gameObject != (UnityEngine.Object) null) { if (LogFilter.logError) Debug.Log((object) ("AddPlayer: player object already exists for playerControllerId of " + (object) playerControllerId)); return false; } PlayerController playerController2 = new PlayerController(playerGameObject, playerControllerId); conn.SetPlayerController(playerController2); view.m_PlayerId = playerController2.playerControllerId; view.SetConnectionToClient(conn); NetworkServer.SetClientReady(conn); if (this.SetupLocalPlayerForConnection(conn, view, playerController2)) return true; if (LogFilter.logDebug) { object[] objArray = new object[4]; int index1 = 0; string str1 = "Adding new playerGameObject object netId: "; objArray[index1] = (object) str1; int index2 = 1; // ISSUE: variable of a boxed type __Boxed<NetworkInstanceId> local1 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().netId; objArray[index2] = (object) local1; int index3 = 2; string str2 = " asset ID "; objArray[index3] = (object) str2; int index4 = 3; // ISSUE: variable of a boxed type __Boxed<NetworkHash128> local2 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().assetId; objArray[index4] = (object) local2; Debug.Log((object) string.Concat(objArray)); } this.FinishPlayerForConnection(conn, view, playerGameObject); return true; }
public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { short playerControllerId = player.playerControllerId; byte slot = player.gameObject.GetComponent<NetworkLobbyPlayer>().slot; this.lobbySlots[slot] = null; base.OnServerRemovePlayer(conn, player); foreach (NetworkLobbyPlayer player2 in this.lobbySlots) { if (player2 != null) { player2.GetComponent<NetworkLobbyPlayer>().readyToBegin = false; s_LobbyReadyToBeginMessage.slotId = player2.slot; s_LobbyReadyToBeginMessage.readyState = false; NetworkServer.SendToReady(null, 0x2b, s_LobbyReadyToBeginMessage); } } this.OnLobbyServerPlayerRemoved(conn, playerControllerId); }
internal static void InternalAddPlayer(NetworkIdentity view, short playerControllerId) { if (LogFilter.logDebug) { Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId : " + playerControllerId); } if (playerControllerId >= s_LocalPlayers.Count) { if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::InternalAddPlayer: playerControllerId higher than expected: " + playerControllerId); } while (playerControllerId >= s_LocalPlayers.Count) { s_LocalPlayers.Add(new PlayerController()); } } PlayerController player = new PlayerController { gameObject = view.gameObject, playerControllerId = playerControllerId, unetView = view }; s_LocalPlayers[playerControllerId] = player; s_ReadyConnection.SetPlayerController(player); }
internal bool GetPlayerController(short playerControllerId, out PlayerController playerController) { playerController = null; if (this.playerControllers.Count > 0) { for (int i = 0; i < this.playerControllers.Count; i++) { if (this.playerControllers[i].IsValid && (this.playerControllers[i].playerControllerId == playerControllerId)) { playerController = this.playerControllers[i]; return true; } } return false; } return false; }
override public void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { base.OnServerRemovePlayer(conn, player); ServerRemovePlayer(conn, player); }
public override void OnServerRemovePlayer(NetworkConnection conn, UnityEngine.Networking.PlayerController player) { base.OnServerRemovePlayer(conn, player); Debug.Log("Player Removed from server"); }
public override void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { base.OnServerRemovePlayer(conn, player); //ServerManagement._instance.RpcRemovePlayer(player.playerControllerId); Debug.Log("RemovePlayer : " + player.playerControllerId); }
private bool SetupLocalPlayerForConnection(NetworkConnection conn, NetworkIdentity uv, PlayerController newPlayerController) { if (LogFilter.logDev) Debug.Log((object) ("NetworkServer SetupLocalPlayerForConnection netID:" + (object) uv.netId)); ULocalConnectionToClient connectionToClient = conn as ULocalConnectionToClient; if (connectionToClient == null) return false; if (LogFilter.logDev) Debug.Log((object) "NetworkServer AddPlayer handling ULocalConnectionToClient"); if (uv.netId.IsEmpty()) uv.OnStartServer(); uv.RebuildObservers(true); this.SendSpawnMessage(uv, (NetworkConnection) null); connectionToClient.localClient.AddLocalPlayer(newPlayerController); uv.SetLocalPlayer(newPlayerController.playerControllerId); return true; }
internal static bool GetPlayerController(short playerControllerId, out PlayerController player) { player = null; if (playerControllerId >= localPlayers.Count) { if (LogFilter.logWarn) { Debug.Log("ClientScene::GetPlayer: no local player found for: " + playerControllerId); } return false; } if (localPlayers[playerControllerId] == null) { if (LogFilter.logWarn) { Debug.LogWarning("ClientScene::GetPlayer: local player is null for: " + playerControllerId); } return false; } player = localPlayers[playerControllerId]; return (player.gameObject != null); }
/// <summary> /// <para>Called on the server when a client removes a player.</para> /// </summary> /// <param name="conn">The connection to remove the player from.</param> /// <param name="player">The player controller to remove.</param> public virtual void OnServerRemovePlayer(NetworkConnection conn, PlayerController player) { if (!((UnityEngine.Object) player.gameObject != (UnityEngine.Object) null)) return; NetworkServer.Destroy(player.gameObject); }
internal static bool GetPlayerController(short playerControllerId, out PlayerController player) { player = (PlayerController) null; if ((int) playerControllerId >= ClientScene.localPlayers.Count) { if (LogFilter.logWarn) Debug.Log((object) ("ClientScene::GetPlayer: no local player found for: " + (object) playerControllerId)); return false; } if (ClientScene.localPlayers[(int) playerControllerId] == null) { if (LogFilter.logWarn) Debug.LogWarning((object) ("ClientScene::GetPlayer: local player is null for: " + (object) playerControllerId)); return false; } player = ClientScene.localPlayers[(int) playerControllerId]; return (Object) player.gameObject != (Object) null; }
internal static void InternalAddPlayer(NetworkIdentity view, short playerControllerId) { if (LogFilter.logDebug) Debug.LogWarning((object) ("ClientScene::InternalAddPlayer: playerControllerId : " + (object) playerControllerId)); if ((int) playerControllerId >= ClientScene.s_LocalPlayers.Count) { if (LogFilter.logWarn) Debug.LogWarning((object) ("ClientScene::InternalAddPlayer: playerControllerId higher than expected: " + (object) playerControllerId)); while ((int) playerControllerId >= ClientScene.s_LocalPlayers.Count) ClientScene.s_LocalPlayers.Add(new PlayerController()); } PlayerController player = new PlayerController() { gameObject = view.gameObject, playerControllerId = playerControllerId, unetView = view }; ClientScene.s_LocalPlayers[(int) playerControllerId] = player; ClientScene.s_ReadyConnection.SetPlayerController(player); }
internal bool InternalAddPlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId) { NetworkIdentity identity; if (!GetNetworkIdentity(playerGameObject, out identity)) { if (LogFilter.logError) { Debug.Log("AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + playerGameObject); } return false; } if (!CheckPlayerControllerIdForConnection(conn, playerControllerId)) { return false; } PlayerController playerController = null; GameObject gameObject = null; if (conn.GetPlayerController(playerControllerId, out playerController)) { gameObject = playerController.gameObject; } if (gameObject != null) { if (LogFilter.logError) { Debug.Log("AddPlayer: player object already exists for playerControllerId of " + playerControllerId); } return false; } PlayerController player = new PlayerController(playerGameObject, playerControllerId); conn.SetPlayerController(player); identity.SetConnectionToClient(conn, player.playerControllerId); SetClientReady(conn); if (!this.SetupLocalPlayerForConnection(conn, identity, player)) { if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "Adding new playerGameObject object netId: ", playerGameObject.GetComponent<NetworkIdentity>().netId, " asset ID ", playerGameObject.GetComponent<NetworkIdentity>().assetId })); } FinishPlayerForConnection(conn, identity, playerGameObject); if (identity.localPlayerAuthority) { identity.SetClientOwner(conn); } } return true; }