Skip to content

Commit cae91fa

Browse files
fix: restoring lobby heartbeat to connected and hosting states (#703)
1 parent 3dba7e3 commit cae91fa

File tree

2 files changed

+18
-1
lines changed

2 files changed

+18
-1
lines changed

Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs

Lines changed: 13 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,7 @@
11
using System;
2+
using Unity.Multiplayer.Samples.BossRoom.Shared.Net.UnityServices.Lobbies;
3+
using UnityEngine;
4+
using VContainer;
25

36
namespace Unity.Multiplayer.Samples.BossRoom
47
{
@@ -8,7 +11,16 @@ namespace Unity.Multiplayer.Samples.BossRoom
811
/// </summary>
912
class ClientConnectedState : ConnectionState
1013
{
11-
public override void Enter() { }
14+
[Inject]
15+
protected LobbyServiceFacade m_LobbyServiceFacade;
16+
17+
public override void Enter()
18+
{
19+
if (m_LobbyServiceFacade.CurrentUnityLobby != null)
20+
{
21+
m_LobbyServiceFacade.BeginTracking();
22+
}
23+
}
1224

1325
public override void Exit() { }
1426

Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -34,6 +34,11 @@ public override void Enter()
3434
//The "BossRoom" server always advances to CharSelect immediately on start. Different games
3535
//may do this differently.
3636
SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true);
37+
38+
if (m_LobbyServiceFacade.CurrentUnityLobby != null)
39+
{
40+
m_LobbyServiceFacade.BeginTracking();
41+
}
3742
}
3843

3944
public override void Exit()

0 commit comments

Comments
 (0)