Beispiel #1
0
    public void Connect()
    {
        string playerName = GameObject.Find("Name Field").GetComponent <InputField>().text;

        connectToAddress = GameObject.Find("Address Field").GetComponent <InputField>().text;
        if (playerName == "")
        {
            Debug.LogWarning("You must have a name!");
            playerName = PlayerName.GetName();
        }
        PlayerName.SetName(playerName);

        NetworkTransport.Init();
        ConnectionConfig cc = new ConnectionConfig();

        reliableChannel   = cc.AddChannel(QosType.Reliable);
        unreliableChannel = cc.AddChannel(QosType.Unreliable);

        HostTopology topo = new HostTopology(cc, MAX_CONNECTION);

        hostId       = NetworkTransport.AddHost(topo, 0);
        connectionId = NetworkTransport.Connect(hostId, connectToAddress, port, 0, out error);

        connectionTime = Time.time;
        isConnected    = true;

        packMan.ClearPacks();

        Debug.Log("Started Client! : Error " + error + " : Port " + port);
    }
Beispiel #2
0
    public IEnumerator IsConnectedPropertyWorksOnDifferentClientsTest()
    {
        NetworkClient.ShutdownAll();
        NetworkServer.Reset();

        ConnectionConfig config = new ConnectionConfig();

        config.AddChannel(QosType.ReliableSequenced);
        config.AddChannel(QosType.Unreliable);

        remoteClient = new NetworkClient();
        if (!remoteClient.Configure(config, 10))
        {
            Assert.Fail("Client configure failed");
        }

        remoteClient.RegisterHandler(MsgType.Connect, OnClientConnected);
        Assert.IsFalse(remoteClient.isConnected);


        int retries = 0;

        while (!NetworkServer.Listen("127.0.0.1", ++kListenPort))
        {
            Assert.IsTrue(retries++ < 10, "Couldn't Listen for more than 10 retries");
        }

        remoteClient.Connect("127.0.0.1", kListenPort);

        while (!isTestDone)
        {
            yield return(null);
        }
    }
Beispiel #3
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    void Awake()
    {
        self = this;
        Application.runInBackground = true;
        NetworkTransport.Init();
        GlobalConfig gConfig = new GlobalConfig();

        gConfig.MaxPacketSize = 500;
        NetworkTransport.Init(gConfig);

        ConnectionConfig config = new ConnectionConfig();

        reliableCHN   = config.AddChannel(QosType.AllCostDelivery);
        unreliableCHN = config.AddChannel(QosType.StateUpdate);

        HostTopology topology = new HostTopology(config, 10); // max connections

        socketId = NetworkTransport.AddHost(topology, clientPort);
        Debug.Log("Socket Open. SocketId is: " + socketId);
        recvBuffer             = new byte[1024];
        synchronizedComponents = new Dictionary <int, ReplicatedProperties>();
        sendBuffer             = new SerializedBuffer[2];
        sendBuffer[0]          = new SerializedBuffer();
        sendBuffer[1]          = new SerializedBuffer();
    }
Beispiel #4
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        public void init(Client_Engine eng)
        {
            e = eng;

            ConnectionConfig conf = new ConnectionConfig();

            conf.AddChannel(QosType.ReliableFragmented);
            conf.AddChannel(QosType.UnreliableFragmented);
            conf.ConnectTimeout       = 1000;
            conf.MaxConnectionAttempt = 5;
            Client = new NetworkClient();
            Client.Configure(conf, 1);
            Client.RegisterHandler(MsgType.Connect, net_onServerConnect);
            Client.RegisterHandler(MsgType.Error, net_onError);
            Client.RegisterHandler(MsgType.Disconnect, net_onServerDisconnect);
            Client.RegisterHandler(OPCodes.S2GC_AskLoginResponse, net_onAskLoginResponse);
            Client.RegisterHandler(OPCodes.S2GC_AskCharacterListResponse, net_onCharacterListResponse);
            Client.RegisterHandler(OPCodes.S2GC_AskCreateCharacterResponse, net_onAskCreateCharacterResponse);
            Client.RegisterHandler(OPCodes.S2GC_AskDeleteCharacterResponse, net_onAskDeleteCharacterResponse);
            Client.RegisterHandler(OPCodes.S2GC_AskEnterWorldResponse, net_onAskEnterWorldResponse);
            Client.RegisterHandler(OPCodes.S2GC_ClientPlayerSpawn, net_onClientSelfSpawn);
            Client.RegisterHandler(OPCodes.S2GC_OtherClientSpawn, net_onOtherClientSpawn);
            Client.RegisterHandler(OPCodes.S2GC_FullClientList, net_onFullClientList);
            Client.RegisterHandler(OPCodes.S2GC_UpdatePlayerStates, net_onUpdatePlayerStates);
            Client.RegisterHandler(OPCodes.S2GC_UpdateNPCStates, net_onUpdateNPCStates);
            Client.RegisterHandler(OPCodes.S2GC_FullNPCList, net_onFullNPCList);
            Client.RegisterHandler(OPCodes.S2GC_UpdateEntityStates, net_onUpdateEnityStates);
            Client.RegisterHandler(OPCodes.S2GC_OtherClientDisconnect, net_onOtherClientDisconnect);
            Client.RegisterHandler(OPCodes.S2GC_CastSpell, net_onSpellCast);
            Client.RegisterHandler(OPCodes.GC2S2GC_ChatMessage, net_onChatMessage);
            Client.RegisterHandler(OPCodes.S2GC_PlayerEnterCombat, net_onEnterCombat);
            Client.RegisterHandler(OPCodes.S2GC_PlayerExitCombat, net_onExitCombat);
            Client.RegisterHandler(OPCodes.S2GC_GiveQuest, net_onGivenQuest);
            Client.RegisterHandler(OPCodes.S2GC_UpdateQuest, net_onUpdateQuests);
        }
Beispiel #5
0
    public void ConnectTo(Host host)
    {
        Debug.Log("Connecting" + host == null);
        connectedHost = host;
        //Debug.Log(host != null);
        if (hostId != -1)
        {
            NetworkTransport.RemoveHost(hostId);
        }

        ConnectionConfig cc = new ConnectionConfig();

        reliableChannel   = cc.AddChannel(QosType.Reliable);
        unreliableChannel = cc.AddChannel(QosType.Unreliable);

        HostTopology topo = new HostTopology(cc, MAX_CONNECTION);

        hostId = NetworkTransport.AddHost(topo, 0);
        if (hostId == -1)
        {
            Debug.LogError("NetworkDiscovery StartAsClient - addHost failed");
            return;
        }
        connectionId = NetworkTransport.Connect(hostId, connectedHost.ip, connectedHost.port, 0, out error);
        //isConnected = true;
        timer = Time.time;
        requestingConnection = true;
        //lobbySearchCanvas.transform.Find("FindHostBtn").gameObject.SetActive(false);
        //lobbySearchCanvas.transform.Find("StopSearchBtn").gameObject.SetActive(false);
        //Debug.Log("connected ot host");
        //findingHosts = false;
        //Debug.Log(connectionId);
    }
Beispiel #6
0
    public void Connect()
    {
        // This method connects the client to the server
        if (isAttemptingConnection == false && isConnected == false)               // Make sure we're not already connected and we're not already attempting to connect to server
        {
            Debug.Log("Attempting to connect to server...");
            playerName = inputField_PlayerName.text;
            //ipAddressServer = "174.138.46.138";								// TODO: probably shouldn't hardcode this?
            ipAddressServer = "127.0.0.1";              // TODO: probably shouldn't hardcode this?

            NetworkTransport.Init();                    // Initialize NetworkTransport
            ConnectionConfig newConnectionConfig = new ConnectionConfig();
            reliableChannel   = newConnectionConfig.AddChannel(QosType.Reliable);
            unreliableChannel = newConnectionConfig.AddChannel(QosType.Unreliable);
            reliableFragmentedSequencedChannel = newConnectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
            reliableSequencedChannel           = newConnectionConfig.AddChannel(QosType.ReliableSequenced);

            HostTopology topo = new HostTopology(newConnectionConfig, MAX_CONNECTION);                   // Setup topology
            hostId = NetworkTransport.AddHost(topo, 0);                                                  // Gets the Id for the host

            Debug.Log("Connecting with Ip: " + ipAddressServer + " port: " + port);

            connectionId = NetworkTransport.Connect(hostId, ipAddressServer, port, 0, out error);               // Gets the Id for the connection (not the same as ourClientId)

            isAttemptingConnection = true;
        }
    }
Beispiel #7
0
        void PrepareForConnect(bool usePlatformSpecificProtocols)
        {
            SetActive(true);
            RegisterSystemHandlers(false);

            if (m_HostTopology == null)
            {
                var config = new ConnectionConfig();
                config.AddChannel(QosType.ReliableSequenced);
                config.AddChannel(QosType.Unreliable);
                config.UsePlatformSpecificProtocols = usePlatformSpecificProtocols;
                m_HostTopology = new HostTopology(config, 8);
            }

            if (m_UseSimulator)
            {
                int minTimeout = (m_SimulatedLatency / 3) - 1;
                if (minTimeout < 1)
                {
                    minTimeout = 1;
                }
                int maxTimeout = m_SimulatedLatency * 3;

                if (LogFilter.logDebug)
                {
                    Debug.Log("AddHost Using Simulator " + minTimeout + "/" + maxTimeout);
                }
                m_ClientId = NetworkManager.activeTransport.AddHostWithSimulator(m_HostTopology, minTimeout, maxTimeout, m_HostPort);
            }
            else
            {
                m_ClientId = NetworkManager.activeTransport.AddHost(m_HostTopology, m_HostPort, null);
            }
        }
Beispiel #8
0
    public void Connect()
    {
        // Does the player have a name?
        string pName = GameObject.Find("NameInput").GetComponent <InputField>().text;

        if (pName == "")
        {
            Debug.Log("You must enter a name!");
            return;
        }

        playerName = pName;

        NetworkTransport.Init();
        ConnectionConfig config = new ConnectionConfig();

        reliableChannel   = config.AddChannel(QosType.Reliable);
        unreliableChannel = config.AddChannel(QosType.Unreliable);

        HostTopology topology = new HostTopology(config, MAX_CONNECTION);

        hostID       = NetworkTransport.AddHost(topology);
        connectionID = NetworkTransport.Connect(hostID, "0.0.0.0", port, 0, out error);

        connectionTime = Time.time;
        isConnected    = true;
    }
Beispiel #9
0
    private HostTopology getTopology(int maxConnections)
    {
        var config = new ConnectionConfig();

        _eventChannelId = config.AddChannel(QosType.Reliable);
        _deltaChannelId = config.AddChannel(QosType.Unreliable);
        return(new HostTopology(config, maxConnections));
    }
Beispiel #10
0
        public UNetCommsNetwork()
        {
            var config = new ConnectionConfig();

            _voiceChannel = config.AddChannel(QosType.Unreliable);
            _sysChannel   = config.AddChannel(QosType.ReliableSequenced);
            _topology     = new HostTopology(config, MaxConnections);
        }
Beispiel #11
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        // Token: 0x060000FC RID: 252 RVA: 0x00006CA0 File Offset: 0x00004EA0
        public static ConnectionConfig CreateDefaultConnectionConfig()
        {
            ConnectionConfig connectionConfig = new ConnectionConfig();

            connectionConfig.AddChannel(QosType.Reliable);
            connectionConfig.AddChannel(0);
            return(connectionConfig);
        }
Beispiel #12
0
    public void InitNetwork()
    {
        NetworkTransport.Init(networkConfiguration);

        connectionConfig.Channels.Clear();
        reliableChannel   = connectionConfig.AddChannel(QosType.Reliable);
        unreliableChannel = connectionConfig.AddChannel(QosType.Unreliable);
    }
        public static ConnectionConfig CreateDefaultConnectionConfig()
        {
            var config = new ConnectionConfig();

            config.AddChannel(QosType.ReliableSequenced);
            config.AddChannel(QosType.Unreliable);
            return(config);
        }
        void Awake()
        {
            // create global config if none passed
            // -> settings copied from uMMORPG configuration for best results
            if (globalConfig == null)
            {
                globalConfig = new GlobalConfig
                {
                    ReactorModel                   = ReactorModel.SelectReactor,
                    ThreadAwakeTimeout             = 1,
                    ReactorMaximumSentMessages     = 4096,
                    ReactorMaximumReceivedMessages = 4096,
                    MaxPacketSize                  = 2000,
                    MaxHosts        = 16,
                    ThreadPoolSize  = 3,
                    MinTimerTimeout = 1,
                    MaxTimerTimeout = 12000
                };
            }
            NetworkTransport.Init(globalConfig);

            // create connection config if none passed
            // -> settings copied from uMMORPG configuration for best results
            if (connectionConfig == null)
            {
                connectionConfig = new ConnectionConfig
                {
                    PacketSize            = 1500,
                    FragmentSize          = 500,
                    ResendTimeout         = 1200,
                    DisconnectTimeout     = 6000,
                    ConnectTimeout        = 6000,
                    MinUpdateTimeout      = 1,
                    PingTimeout           = 2000,
                    ReducedPingTimeout    = 100,
                    AllCostTimeout        = 20,
                    NetworkDropThreshold  = 80,
                    OverflowDropThreshold = 80,
                    MaxConnectionAttempt  = 10,
                    AckDelay  = 33,
                    SendDelay = 10,
                    MaxCombinedReliableMessageSize  = 100,
                    MaxCombinedReliableMessageCount = 10,
                    MaxSentMessageQueueSize         = 512,
                    AcksType                      = ConnectionAcksType.Acks128,
                    InitialBandwidth              = 0,
                    BandwidthPeakFactor           = 2,
                    WebSocketReceiveBufferMaxSize = 0,
                    UdpSocketReceiveBufferMaxSize = 0
                };
                // channel 0 is reliable fragmented sequenced
                connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
                // channel 1 is unreliable
                connectionConfig.AddChannel(QosType.Unreliable);
            }

            Debug.Log("LLAPITransport initialized!");
        }
Beispiel #15
0
        public void StartDedicatedCustom()
        {
            ConnectionConfig config = new ConnectionConfig();

            config.AddChannel(QosType.ReliableSequenced);
            config.AddChannel(QosType.Unreliable);

            StartServer(config, maxPlayers);
        }
Beispiel #16
0
        public void StartJoinCustom()
        {
            ConnectionConfig config = new ConnectionConfig();

            config.AddChannel(QosType.ReliableSequenced);
            config.AddChannel(QosType.Unreliable);

            StartClient(null, config);
        }
    // Client/Server function that initializes the network topology
    void CLIENT_SERVER_set_network_topology()
    {
        port = 8888;


        /// Global Config defines global paramters for network library.
        GlobalConfig global_configuration = new GlobalConfig();

        global_configuration.ReactorModel       = ReactorModel.SelectReactor;
        global_configuration.ThreadAwakeTimeout = 10;

        /// Add a channel to send and recieve
        /// Build channel configuration
        ConnectionConfig connection_configuration = new ConnectionConfig();

        connection_configuration.PingTimeout       = 50000;
        connection_configuration.DisconnectTimeout = 50000;
        unreliable_channel = connection_configuration.AddChannel(QosType.UnreliableSequenced);
        reliable_channel   = connection_configuration.AddChannel(QosType.ReliableSequenced);

        /// Create Network Topology for host configuration
        /// This topology defines:
        /// (1) how many connection with default config will be supported/
        /// (2) what will be special connections (connections with config different from default).
        HostTopology host_topology;

        if (is_server == true)
        {
            int max_connections = 10;
            host_topology = new HostTopology(connection_configuration, max_connections);
        }
        else
        {
            host_topology = new HostTopology(connection_configuration, 1);
        }

        /// Initializes the NetworkTransport.
        /// Should be called before any other operations on the NetworkTransport are done.
        NetworkTransport.Init();

        // Open sockets for server and client
        if (is_server == true)
        {
            socket_ID = NetworkTransport.AddHost(host_topology, port);
        }
        else
        {
            socket_ID = NetworkTransport.AddHost(host_topology);
        }


        if (socket_ID < 0)
        {
            Debug.Log("Socket creation failed!");
        }
    }
Beispiel #18
0
        public LLAPITransport(GlobalConfig globalConfig = null, ConnectionConfig connectionConfig = null)
        {
            // create global config if none passed
            // -> settings copied from uMMORPG configuration for best results
            if (globalConfig == null)
            {
                globalConfig = new GlobalConfig();
                globalConfig.ReactorModel                   = ReactorModel.SelectReactor;
                globalConfig.ThreadAwakeTimeout             = 1;
                globalConfig.ReactorMaximumSentMessages     = 4096;
                globalConfig.ReactorMaximumReceivedMessages = 4096;
                globalConfig.MaxPacketSize                  = 2000;
                globalConfig.MaxHosts        = 16;
                globalConfig.ThreadPoolSize  = 3;
                globalConfig.MinTimerTimeout = 1;
                globalConfig.MaxTimerTimeout = 12000;
            }
            this.globalConfig = globalConfig;
            NetworkTransport.Init(globalConfig);

            // create connection config if none passed
            // -> settings copied from uMMORPG configuration for best results
            if (connectionConfig == null)
            {
                connectionConfig                                 = new ConnectionConfig();
                connectionConfig.PacketSize                      = 1500;
                connectionConfig.FragmentSize                    = 500;
                connectionConfig.ResendTimeout                   = 1200;
                connectionConfig.DisconnectTimeout               = 6000;
                connectionConfig.ConnectTimeout                  = 6000;
                connectionConfig.MinUpdateTimeout                = 1;
                connectionConfig.PingTimeout                     = 2000;
                connectionConfig.ReducedPingTimeout              = 100;
                connectionConfig.AllCostTimeout                  = 20;
                connectionConfig.NetworkDropThreshold            = 80;
                connectionConfig.OverflowDropThreshold           = 80;
                connectionConfig.MaxConnectionAttempt            = 10;
                connectionConfig.AckDelay                        = 33;
                connectionConfig.SendDelay                       = 10;
                connectionConfig.MaxCombinedReliableMessageSize  = 100;
                connectionConfig.MaxCombinedReliableMessageCount = 10;
                connectionConfig.MaxSentMessageQueueSize         = 512;
                connectionConfig.AcksType                        = ConnectionAcksType.Acks128;
                connectionConfig.InitialBandwidth                = 0;
                connectionConfig.BandwidthPeakFactor             = 2;
                connectionConfig.WebSocketReceiveBufferMaxSize   = 0;
                connectionConfig.UdpSocketReceiveBufferMaxSize   = 0;
                // channel 0 is reliable fragmented sequenced
                connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
                // channel 1 is unreliable
                connectionConfig.AddChannel(QosType.Unreliable);
            }
            this.connectionConfig = connectionConfig;

            Debug.Log("LLAPITransport initialized!");
        }
        void SetupConfig()
        {
            GlobalConfig globalConfig = new GlobalConfig();

            connectionConfig         = new ConnectionConfig();
            reliableSequencedChannel = connectionConfig.AddChannel(QosType.ReliableSequenced);
            reliableChannel          = connectionConfig.AddChannel(QosType.Reliable);
            unreliableChannel        = connectionConfig.AddChannel(QosType.Unreliable);
            NetworkTransport.Init(globalConfig);
        }
Beispiel #20
0
        static BarebonesTopology()
        {
            var config = new ConnectionConfig();

            ReliableChannel          = config.AddChannel(QosType.Reliable);
            UnreliableChannel        = config.AddChannel(QosType.Unreliable);
            ReliableSequencedChannel = config.AddChannel(QosType.ReliableSequenced);

            Topology = new HostTopology(config, 5000);
        }
Beispiel #21
0
 void BaseInit()
 {
     gConfig = new GlobalConfig();
     gConfig.MaxPacketSize = 1500;
     NetworkTransport.Init(gConfig);
     config = new ConnectionConfig();
     myReliableChannelId   = config.AddChannel(QosType.Reliable);
     myUnreliableChannelId = config.AddChannel(QosType.Unreliable);
     topology = new HostTopology(config, 10);
 }
Beispiel #22
0
        private void Setup()
        {
            var config = new ConnectionConfig();

            config.AddChannel(QosType.ReliableFragmented);
            config.AddChannel(QosType.UnreliableFragmented);
            NetworkServer.Configure(config, 2);

            Application.runInBackground = true;
        }
        private bool StartServer(ConnectionConfig config, int maxConnections)
        {
            InitializeSingleton();
            OnStartServer();
            if (runInBackground)
            {
                Application.runInBackground = true;
            }
            QNetworkCRC.scriptCRCCheck   = scriptCRCCheck;
            QNetworkServer.useWebSockets = useWebSockets;
            if (m_GlobalConfig != null)
            {
                NetworkTransport.Init(m_GlobalConfig);
            }
            if (customConfig && m_ConnectionConfig != null && config == null)
            {
                m_ConnectionConfig.Channels.Clear();
                foreach (var channel in channels)
                {
                    m_ConnectionConfig.AddChannel(channel);
                }
                QNetworkServer.Configure(m_ConnectionConfig, this.maxConnections);
            }
            if (config != null)
            {
                QNetworkServer.Configure(config, maxConnections);
            }
            if (serverBindToIP && !string.IsNullOrEmpty(serverBindAddress))
            {
                if (!QNetworkServer.Listen(serverBindAddress, networkPort))
                {
                    QLog.FatalError($"StartServer listen on {serverBindAddress} failed.");
                    return(false);
                }
            }
            else if (!QNetworkServer.Listen(networkPort))
            {
                QLog.FatalError("StartServer listen failed.");
                return(false);
            }
            RegisterServerMessages();
            QLog.Log($"NetworkManager StartServer port:{networkPort}");
            isNetworkActive = true;
            var name = SceneManager.GetSceneAt(0).name;

            if (!string.IsNullOrEmpty(onlineScene) && onlineScene != name && onlineScene != offlineScene)
            {
                ServerChangeScene(onlineScene);
            }
            else
            {
                QNetworkServer.SpawnObjects();
            }
            return(true);
        }
Beispiel #24
0
        private void Start()
        {
            //get ip address since we aren't using NetworkManager and cannot use that singleton:
            ipAddress = "::ffff:" + IPManager.GetIP(ADDRESSFAM.IPv4);

            //setup:
            broadcastPort = broadcastingPort;

            Initialize();
            StartAsClient();

            //configurations:
            _client = new NetworkClient();

            ConnectionConfig config = new ConnectionConfig();

            PrimaryChannel          = config.AddChannel(primaryQualityOfService);
            SecondaryChannel        = config.AddChannel(secondaryQualityOfService);
            config.InitialBandwidth = initialBandwidth;

            HostTopology topology = new HostTopology(config, 1);

            _client.Configure(topology);

            //event hooks:
            _client.RegisterHandler(MsgType.Error, HandleNetworkError);
            _client.RegisterHandler(MsgType.Connect, HandleConnected);
            _client.RegisterHandler(MsgType.Disconnect, HandleDisconnected);
            _client.RegisterHandler((short)NetworkMsg.FloatMsg, HandleFloat);
            _client.RegisterHandler((short)NetworkMsg.FloatArrayMsg, HandleFloatArray);
            _client.RegisterHandler((short)NetworkMsg.IntMsg, HandleInt);
            _client.RegisterHandler((short)NetworkMsg.IntArrayMsg, HandleIntArray);
            _client.RegisterHandler((short)NetworkMsg.Vector2Msg, HandleVector2);
            _client.RegisterHandler((short)NetworkMsg.Vector2ArrayMsg, HandleVector2Array);
            _client.RegisterHandler((short)NetworkMsg.Vector3Msg, HandleVector3);
            _client.RegisterHandler((short)NetworkMsg.Vector3ArrayMsg, HandleVector3Array);
            _client.RegisterHandler((short)NetworkMsg.QuaternionMsg, HandleQuaternion);
            _client.RegisterHandler((short)NetworkMsg.QuaternionArrayMsg, HandleQuaternionArray);
            _client.RegisterHandler((short)NetworkMsg.Vector4Msg, HandleVector4);
            _client.RegisterHandler((short)NetworkMsg.Vector4ArrayMsg, HandleVector4Array);
            _client.RegisterHandler((short)NetworkMsg.RectMsg, HandleRect);
            _client.RegisterHandler((short)NetworkMsg.RectArrayMsg, HandleRectArray);
            _client.RegisterHandler((short)NetworkMsg.StringMsg, HandleString);
            _client.RegisterHandler((short)NetworkMsg.StringArrayMsg, HandleStringArray);
            _client.RegisterHandler((short)NetworkMsg.ByteMsg, HandleByte);
            _client.RegisterHandler((short)NetworkMsg.ByteArrayMsg, HandleByteArray);
            _client.RegisterHandler((short)NetworkMsg.ColorMsg, HandleColor);
            _client.RegisterHandler((short)NetworkMsg.ColorArrayMsg, HandleColorArray);
            _client.RegisterHandler((short)NetworkMsg.Color32Msg, HandleColor32);
            _client.RegisterHandler((short)NetworkMsg.Color32ArrayMsg, HandleColor32Array);
            _client.RegisterHandler((short)NetworkMsg.BoolMsg, HandleBool);
            _client.RegisterHandler((short)NetworkMsg.BoolArrayMsg, HandleBoolArray);
            _client.RegisterHandler((short)NetworkMsg.Matrix4x4Msg, HandleMatrix4x4);
            _client.RegisterHandler((short)NetworkMsg.Matrix4x4ArrayMsg, HandleMatrix4x4Array);
        }
Beispiel #25
0
    private void Start()
    {
        NetworkTransport.Init();
        ConnectionConfig cc = new ConnectionConfig();

        reliableChannel  = cc.AddChannel(QosType.Reliable);
        unreliabeChannel = cc.AddChannel(QosType.Unreliable);
        HostTopology ht = new HostTopology(cc, max_players);

        hostID = NetworkTransport.AddHost(ht, port, null);
    }
Beispiel #26
0
        protected virtual void Initialize()
        {
            NetworkTransport.Init();
            ConnectionConfig config = new ConnectionConfig();

            m_reliableChannel              = config.AddChannel(QosType.Reliable);
            m_unreliableChannel            = config.AddChannel(QosType.Unreliable);
            m_unreliableStateUpdateChannel = config.AddChannel(QosType.StateUpdate);

            m_hostTopology = new HostTopology(config, 10);
        }
Beispiel #27
0
    // Use this for initialization
    void Start()
    {
        NetworkTransport.Init();
        ConnectionConfig config = new ConnectionConfig();

        reiliableChannelId  = config.AddChannel(QosType.Reliable);
        unreliableChannelId = config.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(config, 10);

        localHostId = NetworkTransport.AddHost(topology, 8888);
    }
 void OnValidate()
 {
     // add connectionconfig channels if none
     if (connectionConfig.Channels.Count == 0)
     {
         // channel 0 is reliable fragmented sequenced
         connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
         // channel 1 is unreliable
         connectionConfig.AddChannel(QosType.Unreliable);
     }
 }
Beispiel #29
0
    void InitNetwork()
    {
        NetworkTransport.Init();
        ConnectionConfig config = new ConnectionConfig();

        ReliableSequencedChannelId = config.AddChannel(QosType.ReliableSequenced);
        ReliableChannelId          = config.AddChannel(QosType.Reliable);
        UnreliableChannelId        = config.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(config, MaxConnections);

        socketId = NetworkTransport.AddHost(topology, ServerPort);
    }
    /// <summary>
    /// Initialize the server. It cannot be used before this is called.
    /// </summary>
    public void Init()
    {
        NetworkTransport.Init();
        ConnectionConfig config = new ConnectionConfig();

        reliableChannelId    = config.AddChannel(QosType.Reliable);
        stateUpdateChannelId = config.AddChannel(QosType.StateUpdate);
        HostTopology topology = new HostTopology(config, MAX_CONNECTIONS);

        hostId = NetworkTransport.AddHost(topology, SERVER_PORT);
        isInit = true;
    }