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Question by MostNimbus · Mar 19, 2017 at 04:24 AM · c#networkingnetwork

Networking questions

I have some questions about networking, so I decided to ask them here, because it seems like the only place where it is possible to get a quick answer.

So, first one: I heard that when hosting a server - host connects to himself like a client, but for some reason following code won't work

 public override void OnClientConnect(NetworkConnection conn)
         {
             base.OnClientConnect(conn);
             Debug.Log("Connect");
             conn.RegisterHandler(MsgType.Connect, OnDoMagic);
         }

It is an extension of NetworkManager. "Connect" is being written, but handler won't work. But when someone else, not a host connects - "connect" is also being written, but now handler would do his work. Why is this happening? What is wrong?

Second question: Spawning player. It's hard to say that unity official networking system is perfect. In fact, it spawns a player instantly when you connect to some server, and when I decided to make it a little more better - I got problems again.

 NetworkServer.ReplacePlayerForConnection(conn, thePlayer, controllerID);

What is being stated for controllerID? I can't figure out. I have my "conn" NetworkConnection in my OnServerConnect override, but how do I get an ID of this connection?

Doing conn.playerControllers[0].playerControllerId won't do a thing, obviously.

If someone could help me - I'll be gratefull. Thanks.

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