Fix #8
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542a8cc360
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@ -1,4 +1,5 @@
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using Cyber.Entities.SyncBases;
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using UnityEngine.Networking;
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namespace Cyber.Networking.Serverside {
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@ -11,7 +12,7 @@ namespace Cyber.Networking.Serverside {
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/// <summary>
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/// The player's connection ID.
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/// </summary>
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public readonly int ConnectionID;
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public readonly NetworkConnection Connection;
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/// <summary>
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/// The player's controlled character
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@ -19,11 +20,11 @@ namespace Cyber.Networking.Serverside {
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public Character Character;
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/// <summary>
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/// Create a connected player and give it a connection ID;
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/// Create a connected player and give it a connection;
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/// </summary>
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/// <param name="connectionID">The player's connection ID</param>
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public SConnectedPlayer(int connectionID) {
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ConnectionID = connectionID;
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/// <param name="connectionID">The player's connection</param>
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public SConnectedPlayer(NetworkConnection connectionID) {
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Connection = connectionID;
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}
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}
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@ -194,11 +194,11 @@ namespace Cyber.Networking.Serverside {
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Controlled.Move(MoveCreature.Direction);
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foreach (var Player in Players) {
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if (Player.Value.ConnectionID == msg.conn.connectionId) {
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if (Player.Value.Connection.connectionId == msg.conn.connectionId) {
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continue;
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}
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MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime();
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NetworkServer.SendToClient(Player.Value.ConnectionID, PktType.MoveCreature, MoveCreature);
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NetworkServer.SendToClient(Player.Value.Connection.connectionId, PktType.MoveCreature, MoveCreature);
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}
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break;
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case PktType.Interact:
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@ -251,15 +251,15 @@ namespace Cyber.Networking.Serverside {
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int[] IdList = new int[Players.Count];
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int TempCounter = 0;
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foreach (SConnectedPlayer P in Players.Values) {
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IdList[TempCounter++] = P.ConnectionID;
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NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false));
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IdList[TempCounter++] = P.Connection.connectionId;
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NetworkServer.SendToClient(P.Connection.connectionId, PktType.Identity, new IdentityPkt(Id, false));
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}
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// Then send the client a list of all other clients
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NetworkServer.SendToClient(Id, PktType.MassIdentity, new IntListPkt(IdList));
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// Add the player to the list
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SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
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SConnectedPlayer Player = new SConnectedPlayer(msg.conn);
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Players.Add(Id, Player);
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// Send the previously collected list to the player
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