Beispiel #1
0
        public static void CancelConnection()
        {
            byte error = 0;

            NetworkTransport.Disconnect(hostId, connectionId, out error);
            isConnected = false;
        }
Beispiel #2
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    public static void Disconnect()
    {
        if (!hasStarted)
        {
            Debug.LogWarning("Tried to disconnect without starting network!");
            return;
        }

        if (isServer)
        {
            Debug.LogWarning("Can't disconnect a server. use CloseServer() instead.");
        }
        bool success = NetworkTransport.Disconnect(clientHostId, clientConnectionId, out err);

        CheckNetworkError();
        if (success)
        {
            Debug.Log("Disconnected successfully.");
        }
        else
        {
            Debug.Log("Disconnect failed! see above error msg");
        }
        if (isClient)
        {
            NetworkTransport.RemoveHost(clientHostId);
        }
        Shutdown();
    }
    public virtual byte Disconnect()
    {
        byte error;

        NetworkTransport.Disconnect(SocketId, ConnectionId, out error);
        return(error);
    }
Beispiel #4
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    public static bool Disconnect(int connId)
    {
        byte error;
        bool res = NetworkTransport.Disconnect(localHostId, connId, out error);

        return(res);
    }
Beispiel #5
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    void OnDestroy()
    {
        if (connected)
        {
            byte error = 0;
            if (!NetworkTransport.Disconnect(clientHostId, clientConnId, out error))
            {
                Debug.Log("Error while disconnecting: " + (NetworkError)error);
            }
        }

        if (clientHostId >= 0)
        {
            NetworkTransport.RemoveHost(clientHostId);
            clientHostId = -1;
        }

        if (bcastHostId >= 0)
        {
            NetworkTransport.RemoveHost(bcastHostId);
            bcastHostId = -1;
        }

        // shitdown the transport layer
        NetworkTransport.Shutdown();
    }
Beispiel #6
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        public static void ManuallyDisconnectSelf()
        {
            byte error;

            NetworkTransport.Disconnect(HostID, connectionID, out error);
            ClientID = -1;
        }
Beispiel #7
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        public void Disconnect()
        {
            byte error;

            NetworkTransport.Disconnect(HostID, ConnectionID, out error);
            UNETUtility.HandleError(error);
        }
Beispiel #8
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        public void Disconnect()
        {
            byte error;
            var  result = NetworkTransport.Disconnect(_socketId, _localConnectionId, out error);

            Debug.Log(this.ToString() + " Client disconnect result == " + result.ToString() + " error == " + ((NetworkError)error).ToString());
        }
Beispiel #9
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    /// <summary>
    /// Disconnect client to server
    /// </summary>
    public void Disconnect()
    {
        byte error;

        NetworkTransport.Disconnect(socketId, connectionId, out error);
        Debug.Log("Disconnect to server. ConnectionId: " + connectionId);
    }
Beispiel #10
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    public void OnBackToMain()
    {
        byte error;

        NetworkTransport.Disconnect(ClientConnection.Instance.MSSocketID, ClientConnection.Instance.MSConnectionID, out error);
        WindowManager.Instance.ToggleWindows(WindowIDs.GameSelect, WindowIDs.StartWindow);
    }
 private void OnApplicationQuit()
 {
     foreach (var client in _clients.Values)
     {
         NetworkTransport.Disconnect(_hostID, client.ConnectionId, out _error);
     }
 }
    void OnDestroy()
    {
        try
        {
            if (connected)
            {
                byte error = 0;
                if (!NetworkTransport.Disconnect(clientHostId, clientConnId, out error))
                {
                    Debug.Log("Error while disconnecting: " + (NetworkError)error);
                }
            }

            if (clientHostId >= 0)
            {
                NetworkTransport.RemoveHost(clientHostId);
                clientHostId = -1;
            }

            if (bcastHostId >= 0)
            {
                NetworkTransport.RemoveHost(bcastHostId);
                bcastHostId = -1;
            }
        }
        catch (System.Exception ex)
        {
            Debug.LogError(ex.Message + "\n" + ex.StackTrace);
        }

        // shitdown the transport layer
        NetworkTransport.Shutdown();
    }
    public void UpdateProcesses()
    {
        UpdateLocalProcessList();
        localProcessManager.UpdateProcesses(localProcessList);

        MemoryStream stream = new MemoryStream();

        stream.WriteByte(MESSAGE_PROCESS_LIST);
        new BinaryFormatter().Serialize(stream, localProcessList);
        byte[] b = stream.ToArray();

        foreach (KeyValuePair <int, PlayerProcessManager> player in playerProcessManagers)
        {
            if (player.Key == 0)
            {
                continue;                              // ignore local player
            }
            byte error;
            NetworkTransport.Send(hostId, player.Key, channelId, b, b.Length, out error);
            if (error != 0)
            {
                Debug.LogError("Send error: " + error);
                NetworkTransport.Disconnect(hostId, player.Key, out error);
            }
        }
    }
        public override void Disconnect(int connectionId)
        {
            byte error;

            NetworkTransport.Disconnect(HostID, connectionId, out error);
            UNETUtility.HandleError(error);
        }
Beispiel #15
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    private void Disconnect()
    {
        if (isConnected())
        {
//			ByteContructor bc = new ByteContructor();
//			bc.add (System.BitConverter.GetBytes ((int)DataType.Disconnect));
//			if (isClient ())
//				send (bc.bytes.ToArray (), clientConnectionID);
//			else
//				foreach (PlayerInfo playerInfo in playerInfoList) {
//					send (bc.bytes.ToArray (), playerInfo.connID);
//				}
            byte error;
            if (isClient())
            {
                NetworkTransport.Disconnect(thisSocket, clientConnectionID, out error);
                NetErrorEvent(error);
            }
            else if (isServer())
            {
                foreach (PlayerInfo playerInfo in playerInfoList)
                {
                    NetworkTransport.Disconnect(thisSocket, playerInfo.connID, out error);
                    NetErrorEvent(error);
                }
            }
        }
    }
        public void Stop()
        {
            byte error;

            NetworkTransport.Disconnect(_clientId, _connectionId, out error);
            Debug.Log("Client halted.");
        }
Beispiel #17
0
 public void Disconnect()
 {
     connected = false;
     NetworkTransport.Disconnect(hostId, connectionId, out error);
     connectMenu.SetActive(true);
     gameMenu.SetActive(false);
     GetComponent <InputController>().doneSetup = false;
 }
Beispiel #18
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 public void Disconnect()
 {
     NetworkTransport.Disconnect(HostID, ConnectionID, out var error);
     if ((NetworkError)error != NetworkError.Ok)
     {
         Debug.LogError((NetworkError)error);
     }
 }
Beispiel #19
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        /// <summary>
        ///
        /// </summary>
        private void OnApplicationQuit()
        {
            byte error;

            NetworkTransport.Disconnect(m_genericHostId, m_connectionId, out error);
            NetworkTransport.Shutdown();
            m_isSetup = false;
        }
Beispiel #20
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 public void Disconnect()
 {
     NetworkTransport.Disconnect(socket, myConnectionId, out message.error);
     if (printMessageError)
     {
         PrintErrorMessage(message.error);
     }
 }
Beispiel #21
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 public void Disconnect()
 {
     NetworkTransport.Disconnect(_hostId, _connectionId, out _error);
     if (_error != 0)
     {
         Debug.Log((NetworkError)_error);
     }
 }
Beispiel #22
0
        void IRouterInternal.Update()
        {
            if (_state != RouterState.None)
            {
                NetworkEventType eventType;
                Connection       conn;
                int  connId;
                int  channelId;
                var  buffer = _receiveBuffer;
                int  length;
                byte error;

                do
                {
                    eventType = NetworkTransport.ReceiveFromHost(_hostId, out connId,
                                                                 out channelId, buffer, buffer.Length, out length, out error);

                    switch (eventType)
                    {
                    case NetworkEventType.ConnectEvent:
                        if (!_shuttingDown && (_state == RouterState.Server || connId == _clientId))
                        {
                            conn = new Connection(this, _hostId, connId);
                            _connections.Add(conn);
                        }
                        else
                        {
                            NetworkTransport.Disconnect(_hostId, connId, out error);
                        }
                        break;

                    case NetworkEventType.DisconnectEvent:
                        if (_connectionMap.TryGetValue(connId, out conn))
                        {
                            ((IConnectionInternal)conn).TransportLayerDisconnected();
                            TryFinalizeShutdown();
                        }
                        break;

                    case NetworkEventType.DataEvent:
                        if (error == (byte)NetworkError.MessageToLong)
                        {
                            // TODO: Use buffer pool / output warning if messages frequently are too long.
                            buffer = new byte[length];
                        }
                        else if (_connectionMap.TryGetValue(connId, out conn))
                        {
                            Receive(new Message(conn, buffer, length));
                        }
                        else
                        {
                            Debug.LogWarningFormat("Unknown connection: {0}", connId);
                        }
                        break;
                    }
                } while (eventType != NetworkEventType.Nothing && _hostId >= 0);
            }
        }
Beispiel #23
0
    public void Cancel()
    {
        GameManager.Instance.cnnCnnGroup.SetActive(true);
        GameManager.Instance.cnnWaitGroup.SetActive(false);

        NetworkTransport.Disconnect(hostId, connectionId, out error);

        isConnected = false;
    }
Beispiel #24
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        public void StopClient()
        {
            byte networkErrorByteCode;

            NetworkTransport.Disconnect(_ClientHostId, _ConnectionId, out networkErrorByteCode);
            NetworkEventDispatcher.GetInstance.RemoveHost(_ClientHostId);
            NetworkTransport.RemoveHost(_ClientHostId);
            _ClientHostId = -1;
        }
Beispiel #25
0
 void OnApplicationQuit()
 {
     // Gracefully disconnect
     if (m_hostId != -1 && m_serverConnectionId != -1)
     {
         byte error;
         NetworkTransport.Disconnect(m_hostId, m_serverConnectionId, out error);
     }
 }
    public void StopClient()
    {
        byte error;

        NetworkTransport.Disconnect(SocketId, ConnectionId, out error);
        NetworkTransport.RemoveHost(SocketId);
        HandleDisconnect(ConnectionId, error);
        OnStopClient();
    }
Beispiel #27
0
 public void StopClient()
 {
     ClientConnected = false;
     NetworkTransport.Disconnect(hostID, connectionID, out error);
     if (server.Started())
     {
         StopHost();
     }
 }
Beispiel #28
0
        void MyWindow(int id)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label("IP");
            _ipField = GUILayout.TextField(_ipField);
            GUILayout.Label("Port");
            _portField = GUILayout.TextField(_portField);
            if (GUILayout.Button("Connect"))
            {
                byte error;
                var  connectionId = NetworkTransport.Connect(_mHostId, _ipField, int.Parse(_portField), 0, out error);
                if (connectionId != 0) // Could go over total connect count
                {
                    _mConnectionId = connectionId;
                }
            }
            if (GUILayout.Button("Disconnect"))
            {
                byte error;
                var  ret = NetworkTransport.Disconnect(_mHostId, _mConnectionId, out error);
                print("Disconnect " + ret + " error " + error);
            }
            GUILayout.FlexibleSpace();
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("Size");
            _sizeField = GUILayout.TextField(_sizeField);
            if (GUILayout.Button("Send"))
            {
                //TODO: test message
                Message testMsg = new Message(Enum_Action.Trigger);
                testMsg.AddData((byte)Enum_Trigger.Klappen);

                byte error;

                // Just send junk
                var ret = NetworkTransport.Send(_mHostId, _mConnectionId, _reliableChannel, testMsg.GetBuffer(), testMsg.GetSize(), out error);
                print("Send " + ret + " error " + error);
            }
            GUILayout.FlexibleSpace();
            GUILayout.EndHorizontal();

            _scrollPos = GUILayout.BeginScrollView(_scrollPos, GUILayout.Height(200.0f), GUILayout.Width(400.0f));
            GUILayout.Label(_receiveLabel);
            GUILayout.EndScrollView();

            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Clear"))
            {
                _receiveLabel = "";
            }
            GUILayout.FlexibleSpace();
            GUILayout.EndHorizontal();

            GUI.DragWindow();
        }
    public void StopHost()
    {
        byte error;

        NetworkTransport.Disconnect(SocketId, ConnectionId, out error);
        StopServer();
        HandleDisconnect(ConnectionId, error);
        OnStopHost();
    }
Beispiel #30
0
 public void StartDisconnect()
 {
     if (m_IsConnect)
     {
         byte error;
         NetworkTransport.Disconnect(m_HostId, m_ConnectionId, out error);
         m_IsConnect = false;
     }
 }