Fixed issue preventing internal handshake to be sent

This commit is contained in:
Albin Corén 2018-03-21 14:10:12 +01:00
parent 95082334af
commit 75fd623b49

View File

@ -369,7 +369,7 @@ namespace MLAPI
writer.Write(NetworkConfig.ConnectionData);
}
}
Send(clientId, "MLAPI_CONNECTION_REQUEST", "MLAPI_INTERNAL", writeStream.GetBuffer());
Send(clientId, "MLAPI_CONNECTION_REQUEST", "MLAPI_INTERNAL", writeStream.GetBuffer(), null, true);
}
}
break;
@ -866,7 +866,7 @@ namespace MLAPI
}
}
internal void Send(int clientId, string messageType, string channelName, byte[] data, uint? networkId = null)
internal void Send(int clientId, string messageType, string channelName, byte[] data, uint? networkId = null, bool skipQueue = false)
{
if(clientId == -1 && isHost)
{
@ -910,7 +910,10 @@ namespace MLAPI
}
if (isPassthrough)
clientId = serverClientId;
NetworkTransport.QueueMessageForSending(hostId, clientId, MessageManager.channels[channelName], stream.GetBuffer(), sizeOfStream, out error);
if (skipQueue)
NetworkTransport.Send(hostId, clientId, MessageManager.channels[channelName], stream.GetBuffer(), sizeOfStream, out error);
else
NetworkTransport.QueueMessageForSending(hostId, clientId, MessageManager.channels[channelName], stream.GetBuffer(), sizeOfStream, out error);
}
}
@ -1185,7 +1188,7 @@ namespace MLAPI
}
}
}
Send(clientId, "MLAPI_CONNECTION_APPROVED", "MLAPI_INTERNAL", writeStream.GetBuffer());
Send(clientId, "MLAPI_CONNECTION_APPROVED", "MLAPI_INTERNAL", writeStream.GetBuffer(), null, true);
}
//Inform old clients of the new player