public int Connect(string address, int port) { IPAddress[] ipAddresses; try { ipAddresses = Dns.GetHostAddresses(address); } catch (System.Exception e) { GameDebug.Log("Unable to resolve " + address + ". " + e.Message); return(0); } if (ipAddresses.Length < 1) { GameDebug.Log("Unable to resolve " + address + ". Host not found"); return(0); } // TODO (petera) do we want to do round-robin? var ip = ipAddresses[0].ToString(); byte error; if (UnityEngine.Debug.isDebugBuild && m_isNetworkSimuationActive) { var simulationConfig = new ConnectionSimulatorConfig(48, 50, 48, 50, 10); return(NetworkTransport.ConnectWithSimulator(m_HostId, ip, port, 0, out error, simulationConfig)); } else { return(NetworkTransport.Connect(m_HostId, ip, port, 0, out error)); } }
public static int ConnectWithSimulator(int hostId, string serverAddress, int serverPort, string relayAddress, int relayPort, int exceptionConnectionId, out byte error, ConnectionSimulatorConfig conf) { isClient = true; RelayTransport.address = serverAddress; RelayTransport.port = (ushort)serverPort; relayConnectionId = NetworkTransport.ConnectWithSimulator(hostId, relayAddress, relayPort, exceptionConnectionId, out error, conf); // Requests connection return(relayConnectionId); }
private void Start() { byte error; //connectionId = NetworkTransport.Connect(socketId, serverAddr, serverPort, 0, out error); ConnectionSimulatorConfig csc = new ConnectionSimulatorConfig(160, 200, 160, 200, 0.15f); connectionId = NetworkTransport.ConnectWithSimulator(socketId, serverAddr, serverPort, 0, out error, csc); Debug.Log("Connected to server. ConnectionId: " + connectionId + " error:" + (int)error); }
public int ConnectWithSimulator(IP2PAddress address, out byte error, ConnectionSimulatorConfig config) { P2PAddressUnet p2PAddressUnet = address as P2PAddressUnet; if (p2PAddressUnet != null) { return(NetworkTransport.ConnectWithSimulator((int)P2PSession.Instance.LocalPeer.GetLocalHostId(), p2PAddressUnet.m_IP, p2PAddressUnet.m_Port, 0, out error, config)); } Debug.LogError(string.Format("Using invalid IP2PAddress type {0}", address.GetType())); error = 0; return(-1); }
public override void Connect(string ipAddress, int serverPort) { byte num; if (this._isDelaySimulator) { this._hostID = NetworkTransport.AddHostWithSimulator(this._ht, 0x3e8, 0x5dc); this._selfConnID = NetworkTransport.ConnectWithSimulator(this._hostID, ipAddress, serverPort, 0, out num, this._simulatorConfig); } else { this._hostID = NetworkTransport.AddHost(this._ht); this._selfConnID = NetworkTransport.Connect(this._hostID, ipAddress, serverPort, 0, out num); } if (num != 0) { throw new UnityException("bad connection : " + ((NetworkError)num)); } this._state = MPPeer.PeerState.ClientConnecting; this._clientConnectState = ClientConnectState.Idle; }
private void InitializeClient(string serverIP, HostTopology topology) { if (m_Settings.m_SimulateNetworking) { m_HostID = NetworkTransport.AddHostWithSimulator(topology, m_Settings.m_MinLatency, m_Settings.m_MaxLatency, 0); } else { m_HostID = NetworkTransport.AddHost(topology, 0); } byte error; if (m_Settings.m_SimulateNetworking) { int min = m_Settings.m_MinLatency; int avg = (m_Settings.m_MinLatency + m_Settings.m_MaxLatency) / 2; ConnectionSimulatorConfig conf = new ConnectionSimulatorConfig(min, avg, min, avg, m_Settings.m_PacketLoss); ConnectionID = NetworkTransport.ConnectWithSimulator(m_HostID, serverIP, m_Settings.m_Port, 0, out error, conf); } else { ConnectionID = NetworkTransport.Connect(m_HostID, serverIP, m_Settings.m_Port, 0, out error); } DebugLog(string.Format("Connecting to {0}...", serverIP)); if ((NetworkError)error != NetworkError.Ok) { DebugLog("Connection failed: " + (NetworkError)error); return; } RegisterHandlers(); }
public void Connect(string address, int port) { byte error; bool simulateLatency = false; if (simulateLatency) { ConnectionSimulatorConfig simConfig = new ConnectionSimulatorConfig(50, 50, 50, 50, 0); connectionID = NetworkTransport.ConnectWithSimulator(hostID, address, port, 0, out error, simConfig); } else { connectionID = NetworkTransport.Connect(hostID, address, port, 0, out error); } NetworkError networkError = (NetworkError)error; if (networkError != NetworkError.Ok) { Debug.LogError(networkError); } }
public int ConnectWithSimulator(int hostId, string address, int port, int specialConnectionId, out byte error, ConnectionSimulatorConfig conf) { return(NetworkTransport.ConnectWithSimulator(hostId, address, port, specialConnectionId, out error, conf)); }