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