From abd1c1689d361cc086e3a020713794c5149d6066 Mon Sep 17 00:00:00 2001 From: MrGadget <9826063+MrGadget1024@users.noreply.github.com> Date: Sat, 26 Nov 2022 14:03:29 -0500 Subject: [PATCH] NetworkRoomManager - Removed OnRoomClientAddPlayerFailed virtual method - Fixes #3168 - There is no good place to call that - use OnRoomClientDisconnect or OnRoomStopClient --- Assets/Mirror/Components/NetworkRoomManager.cs | 14 +++++++++----- ...twork Room Manager-NewNetworkRoomManager.cs.txt | 6 ------ 2 files changed, 9 insertions(+), 11 deletions(-) diff --git a/Assets/Mirror/Components/NetworkRoomManager.cs b/Assets/Mirror/Components/NetworkRoomManager.cs index a59bf91ac..261c684c0 100644 --- a/Assets/Mirror/Components/NetworkRoomManager.cs +++ b/Assets/Mirror/Components/NetworkRoomManager.cs @@ -233,6 +233,7 @@ internal void CallOnClientExitRoom() } #region server handlers + /// /// Called on the server when a new client connects. /// Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server. @@ -438,9 +439,11 @@ public override void OnStopHost() { OnRoomStopHost(); } + #endregion #region client handlers + /// /// This is invoked when the client is started. /// @@ -504,9 +507,11 @@ public override void OnClientSceneChanged() base.OnClientSceneChanged(); OnRoomClientSceneChanged(); } + #endregion #region room server virtuals + /// /// This is called on the host when a host is started. /// @@ -608,9 +613,11 @@ public virtual void OnRoomServerPlayersReady() /// May be called multiple times while not ready players are joining /// public virtual void OnRoomServerPlayersNotReady() {} + #endregion #region room client virtuals + /// /// This is a hook to allow custom behaviour when the game client enters the room. /// @@ -646,14 +653,10 @@ public virtual void OnRoomStopClient() {} /// public virtual void OnRoomClientSceneChanged() {} - /// - /// Called on the client when adding a player to the room fails. - /// This could be because the room is full, or the connection is not allowed to have more players. - /// - public virtual void OnRoomClientAddPlayerFailed() {} #endregion #region optional UI + /// /// virtual so inheriting classes can roll their own /// @@ -673,6 +676,7 @@ public virtual void OnGUI() if (IsSceneActive(RoomScene)) GUI.Box(new Rect(10f, 180f, 520f, 150f), "PLAYERS"); } + #endregion } } diff --git a/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt b/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt index a0679264c..4c0b5111f 100644 --- a/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt +++ b/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt @@ -159,12 +159,6 @@ public class #SCRIPTNAME# : NetworkRoomManager /// public override void OnRoomClientSceneChanged() { } - /// - /// Called on the client when adding a player to the room fails. - /// This could be because the room is full, or the connection is not allowed to have more players. - /// - public override void OnRoomClientAddPlayerFailed() { } - #endregion #region Optional UI