// ======================= PUBLIC METHODS - PLAYER ================================ // ------------------------------------------------------------------------------- // RequestLoginPlayer // ------------------------------------------------------------------------------- public override bool RequestLoginPlayer(NetworkConnection conn, string name) { if (!base.RequestLoginPlayer(conn, name)) { return(false); } PlayerLoginRequestMessage message = new PlayerLoginRequestMessage { playername = name }; conn.Send(message); return(true); }
// ========================= MESSAGE HANDLERS - PLAYER ============================ // ------------------------------------------------------------------------------- // OnPlayerLoginRequestMessage // @Client -> @Server // ------------------------------------------------------------------------------- void OnPlayerLoginRequestMessage(NetworkConnection conn, PlayerLoginRequestMessage msg) { ServerResponseMessage message = new ServerResponseMessage { code = successCode, text = "", causesDisconnect = false }; if (DatabaseManager.singleton.TryPlayerLogin(msg.playername, msg.username)) { NetworkManager.singleton.LoginPlayer(conn, msg.playername); message.text = systemText.playerLoginSuccess; eventListener.onPlayerLogin.Invoke(conn.identity.gameObject); } else { message.text = systemText.playerLoginFailure; message.code = errorCode; } conn.Send(message); }