Beispiel #1
0
 public void StartClient(TMPro.TextMeshProUGUI TMP)
 {
     client = new Telepathy.Client();
     if (string.IsNullOrEmpty(TMP.text))
     {
         client.Connect(serverIP, port);
     }
     else
     {
         client.Connect(TMP.text, port);
     }
 }
    void OnGUI()
    {
        // client
        GUI.enabled = !client.Connected;
        if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client"))
        {
            client.Connect("localhost", 1337);
        }

        GUI.enabled = client.Connected;
        if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client"))
        {
            client.Disconnect();
        }

        // server
        GUI.enabled = !server.Active;
        if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server"))
        {
            server.Start(1337);
        }

        GUI.enabled = server.Active;
        if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server"))
        {
            server.Stop();
        }

        GUI.enabled = true;
    }
Beispiel #3
0
    void OnGUI()
    {
        ServerIP = GUI.TextField(new Rect(0, 25, 240, 20), ServerIP, 25);

        // server
        GUI.enabled = !client.Connected;


        if (GUI.Button(new Rect(0, 50, 120, 20), "Join localhost"))
        {
            client.Connect(ServerIP, 1337);
        }

        GUI.enabled = client.Connected;
        if (GUI.Button(new Rect(130, 50, 120, 20), "Disconnect"))
        {
            client.Disconnect();
            for (int i = 0; i < Players.Count; i++)
            {
                Destroy(Players[i].PlayerOBJ);
            }
            Players.Clear();
        }

        GUI.enabled = true;
    }
Beispiel #4
0
        private void connect_Click(object sender, EventArgs e)
        {
            client.Connect(ipTB.Text, 1337); // ip address

            serverConnect();
            System.Threading.Thread.Sleep(1000);
        }
Beispiel #5
0
    void OnGUI()
    {
        // client
        GUI.enabled = !client.Connected;
        if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client"))
        {
            client.Connect("localhost", 1337);
            GameObject.Instantiate(PlayerPrefab, Vector3.zero, Quaternion.identity);
        }

        GUI.enabled = client.Connected;
        if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client"))
        {
            client.Disconnect();
        }

        // server
        GUI.enabled = !server.Active;
        if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server"))
        {
            server.Start(1337);
        }

        GUI.enabled = server.Active;
        if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server"))
        {
            server.Stop();
        }

        GUI.enabled = true;
    }
Beispiel #6
0
    public void Start(string ip, int port)
    {
        _client.OnConnected    += OnConnect;
        _client.OnDisconnected += OnDisconnect;
        _client.OnData         += MessageRecieve;

        _client.Connect(ip, port);
    }
    public void ConnectToServer(string ip, int port, string playerSessionId)
    {
        Debug.Log($"BADNetworkClient ConnectToServer {ip}, {port}, {playerSessionId}");
        _playerSessionId = playerSessionId;

        // had to set these to 0 or else the TCP connection would timeout after the default 5 seconds.
        // TODO: Investivate further.
        _client.SendTimeout    = 0;
        _client.ReceiveTimeout = 0;

        _client.Connect(ip, port);
    }
Beispiel #8
0
    static void Main(string[] args)
    {
        client = new Telepathy.Client();
        client.Connect("localhost", 1337);

        Task.Run(() =>
        {
            while (client.Connected)
            {
                Telepathy.Message msg;
                while (client.GetNextMessage(out msg))
                {
                    // clientの場合、msg.connectionIdは常に0が格納されている
                    switch (msg.eventType)
                    {
                    case Telepathy.EventType.Connected:
                        Console.WriteLine("Telepathy.EventType.Connected : msg.connectionId=" + msg.connectionId);
                        break;

                    case Telepathy.EventType.Data:
                        Console.WriteLine("Telepathy.EventType.Data : msg.connectionId=" + msg.connectionId + ", msg.data" + System.Text.Encoding.UTF8.GetString(msg.data));
                        break;

                    case Telepathy.EventType.Disconnected:
                        Console.WriteLine("Telepathy.EventType.Disconnected : msg.connectionId=" + msg.connectionId);
                        break;
                    }
                }
            }
        });

        bool break_flag = false;

        while (break_flag == false)
        {
            ConsoleKey k = Console.ReadKey().Key;
            switch (k)
            {
            case ConsoleKey.Spacebar:
                Console.WriteLine("send massage from client...");
                client.Send(System.Text.Encoding.UTF8.GetBytes("send message from server..."));
                break;

            case ConsoleKey.Escape:
                break_flag = true;
                break;
            }
        }

        client.Disconnect();
    }
Beispiel #9
0
 public void StartClient()
 {
     client = new Telepathy.Client();
     client.Connect(serverIP, port);
 }
Beispiel #10
0
 public override void ClientConnect(string address) => client.Connect(address, port);