From d056bc4c1ecabfd8722c316446fd8d947db6f7ab Mon Sep 17 00:00:00 2001 From: vis2k Date: Mon, 20 Aug 2018 14:12:01 +0200 Subject: [PATCH] NetworkServer.InternalUpdate doesn't need connectionId to int casts anymore --- Unity-Technologies-networking/Runtime/NetworkServer.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Unity-Technologies-networking/Runtime/NetworkServer.cs b/Unity-Technologies-networking/Runtime/NetworkServer.cs index c3b663da1..5fd95656c 100644 --- a/Unity-Technologies-networking/Runtime/NetworkServer.cs +++ b/Unity-Technologies-networking/Runtime/NetworkServer.cs @@ -373,15 +373,15 @@ static internal void InternalUpdate() { case Telepathy.EventType.Connected: //Debug.Log("NetworkServer loop: Connected"); - HandleConnect((int)message.connectionId, 0); + HandleConnect(message.connectionId, 0); break; case Telepathy.EventType.Data: //Debug.Log("NetworkServer loop: clientId: " + message.connectionId + " Data: " + BitConverter.ToString(message.data)); - HandleData((int)message.connectionId, message.data, 0); + HandleData(message.connectionId, message.data, 0); break; case Telepathy.EventType.Disconnected: //Debug.Log("NetworkServer loop: Disconnected"); - HandleDisconnect((int)message.connectionId, 0); + HandleDisconnect(message.connectionId, 0); break; } }