using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Multiplayer { public class LoginManager { private ServerManager ServerManager; public LoginManager(ServerManager ServerManager) { this.ServerManager = ServerManager; RegisterHandles(); } public void RegisterHandles() { ServerManager.Server.RegisterHandler(LoginMsgID.Name, OnPlayerLogin); } //Called when a player logs in public void OnPlayerLogin(NetworkMessage msg) { StringMsg stringMsg; if (!Utility.ReadMessage(msg, out stringMsg)) return; Debug.Log("Player login: " + stringMsg.String); if (ServerManager.AllPlayers.ContainsKey(stringMsg.playerID)) { Debug.Log(stringMsg.String + " already logged in"); return; } Player newPlayer = new Player(msg.conn, stringMsg.String); ServerManager.AllPlayers.Add(newPlayer.ID, newPlayer); } } }