protected void OnNetworkPlayerJoin(TNet.Player plr)
{
if (isServer)
{
BattlemassUI.Instance.ShowMessage("", "Opponent connected. Setting up match ...", BattlemassUI.Icon_Wait, true);
otherPlayer = plr;
state = State.WaitingToStart;
// client connected, remove self from server list
StopBroadcastingServer();
// send map data to client and wait for reply
tno.Send((byte)RFCs.OnMatchData, otherPlayer, Map.Instance.EnodeMapData());
}
}
private void StopBroadcastingServer()
{
if (state == State.Broadcasting)
{
state = State.None;
TNManager.StopUDP();
if (GameGlobal.Instance.sessionType == SessionType.Internet)
{ // stop lobby link since this server is "full"
TNServerInstance.game.lobbyLink.Stop();
}
}
}