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simplified GetConnectStatus
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1 file changed

+7
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Assets/BossRoom/Scripts/Shared/Net/ConnectionManagement/ServerGameNetPortal.cs

Lines changed: 7 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -214,31 +214,22 @@ void ApprovalCheck(byte[] connectionData, ulong clientId, NetworkManager.Connect
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ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload)
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{
217-
ConnectStatus gameReturnStatus;
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// Test for over-capacity connection. This needs to be done asap, to make sure we refuse connections asap
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// and don't spend useless time server side on invalid users trying to connect
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// todo this is currently still spending too much time server side.
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if (m_Portal.NetManager.ConnectedClientsIds.Count >= CharSelectData.k_MaxLobbyPlayers)
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{
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gameReturnStatus = ConnectStatus.ServerFull;
223+
return ConnectStatus.ServerFull;
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}
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else
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if (connectionPayload.isDebug != Debug.isDebugBuild)
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{
228-
if (connectionPayload.isDebug != Debug.isDebugBuild)
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{
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gameReturnStatus = ConnectStatus.IncompatibleBuildType;
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}
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else if (SessionManager<SessionPlayerData>.Instance.IsDuplicateConnection(connectionPayload.playerId))
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{
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gameReturnStatus = ConnectStatus.LoggedInAgain;
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}
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else
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{
238-
gameReturnStatus = ConnectStatus.Success;
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}
228+
return ConnectStatus.IncompatibleBuildType;
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}
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return gameReturnStatus;
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231+
return SessionManager<SessionPlayerData>.Instance.IsDuplicateConnection(connectionPayload.playerId) ?
232+
ConnectStatus.LoggedInAgain : ConnectStatus.Success;
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}
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static IEnumerator WaitToDenyApproval(NetworkManager.ConnectionApprovedDelegate connectionApprovedCallback)

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