From 7d72c625fdef8c79840bc0d43449baaaf2fa6096 Mon Sep 17 00:00:00 2001 From: teascade Date: Fri, 12 May 2017 01:50:11 +0300 Subject: [PATCH] Fix #8 --- .../Scripts/Networking/Serverside/SConnectedPlayer.cs | 11 ++++++----- Assets/Scripts/Networking/Serverside/Server.cs | 10 +++++----- 2 files changed, 11 insertions(+), 10 deletions(-) diff --git a/Assets/Scripts/Networking/Serverside/SConnectedPlayer.cs b/Assets/Scripts/Networking/Serverside/SConnectedPlayer.cs index 93d818a..64ccae8 100644 --- a/Assets/Scripts/Networking/Serverside/SConnectedPlayer.cs +++ b/Assets/Scripts/Networking/Serverside/SConnectedPlayer.cs @@ -1,4 +1,5 @@ using Cyber.Entities.SyncBases; +using UnityEngine.Networking; namespace Cyber.Networking.Serverside { @@ -11,7 +12,7 @@ namespace Cyber.Networking.Serverside { /// /// The player's connection ID. /// - public readonly int ConnectionID; + public readonly NetworkConnection Connection; /// /// The player's controlled character @@ -19,11 +20,11 @@ namespace Cyber.Networking.Serverside { public Character Character; /// - /// Create a connected player and give it a connection ID; + /// Create a connected player and give it a connection; /// - /// The player's connection ID - public SConnectedPlayer(int connectionID) { - ConnectionID = connectionID; + /// The player's connection + public SConnectedPlayer(NetworkConnection connectionID) { + Connection = connectionID; } } diff --git a/Assets/Scripts/Networking/Serverside/Server.cs b/Assets/Scripts/Networking/Serverside/Server.cs index 74e8b90..540a6ad 100644 --- a/Assets/Scripts/Networking/Serverside/Server.cs +++ b/Assets/Scripts/Networking/Serverside/Server.cs @@ -194,11 +194,11 @@ namespace Cyber.Networking.Serverside { Controlled.Move(MoveCreature.Direction); foreach (var Player in Players) { - if (Player.Value.ConnectionID == msg.conn.connectionId) { + if (Player.Value.Connection.connectionId == msg.conn.connectionId) { continue; } MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime(); - NetworkServer.SendToClient(Player.Value.ConnectionID, PktType.MoveCreature, MoveCreature); + NetworkServer.SendToClient(Player.Value.Connection.connectionId, PktType.MoveCreature, MoveCreature); } break; case PktType.Interact: @@ -251,15 +251,15 @@ namespace Cyber.Networking.Serverside { int[] IdList = new int[Players.Count]; int TempCounter = 0; foreach (SConnectedPlayer P in Players.Values) { - IdList[TempCounter++] = P.ConnectionID; - NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false)); + IdList[TempCounter++] = P.Connection.connectionId; + NetworkServer.SendToClient(P.Connection.connectionId, PktType.Identity, new IdentityPkt(Id, false)); } // Then send the client a list of all other clients NetworkServer.SendToClient(Id, PktType.MassIdentity, new IntListPkt(IdList)); // Add the player to the list - SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId); + SConnectedPlayer Player = new SConnectedPlayer(msg.conn); Players.Add(Id, Player); // Send the previously collected list to the player