public void StartServer()
{
...
// encode the server data into the TNServerInstance.serverName
TNServerInstance.serverName = GameGlobal.Instance.sessionSettings.matchName + // server name
(char)30 + GameGlobal.BUILD + // server build
(char)30 + (string.IsNullOrEmpty(GameGlobal.Instance.sessionSettings.password) ? "0" : "1");// server has password?
...
}
// client side ...
private void OnServerListChanged()
{
....
if (TNLobbyClient.knownServers.list.size > 0)
{
TNet.List<TNet.ServerList.Entry> list = TNLobbyClient.knownServers.list;
for (int i = 0; i < list.size; i++)
{
TNet.ServerList.Entry ent = list[i];
string[] data = ent.name.Split((char)30);
serverList
.Add(new ServerInfo
() {
pw = (data[2] == "1"), // true if there is password
name = data[0], // name of match
ip = null, // only set for LAN games
build = data[1], // what version the server is
server = ent // server info used when tryin gto connect to it
});
}
}
...
}