// Connect with local test server // public void StartLocalSession() { // Connect to local network drClient.ConnectInBackground(IPAddress.Parse("127.0.0.1"), 7777, 7777, true, delegate { OnLocalSessionCallback(); }); // Update UI uiManager.SetInputInteractable(false); }
// Connect with local test server // public void StartLocalSession() { // Connect to local network drClient.ConnectInBackground(drClient.Host, drClient.Port, drClient.Port, true, delegate { OnLocalSessionCallback(); }); // Update UI UIManager.singleton.SetInputInteractable(false); }
/// <summary> /// Connects with a given Ip address on a given port. Disables buttons until the connection times out or connects. /// </summary> /// <param name="address"> IP address of the server </param> /// <param name="port"> Port of the server </param> private async void Connect(IPAddress address, int port) { // Unfortunately a lot of code has to battle the following problem: https://github.com/DarkRiftNetworking/DarkRift/issues/81 if (_client.ConnectionState == DarkRift.ConnectionState.Connecting) { try { _client.Disconnect(); } catch (SocketException) { } } SwitchButtonsInteractable(false); _buttonText.text = "Connecting..."; var tokenSource = new CancellationTokenSource(); try { await Task.Run(() => _client.ConnectInBackground(address, port, DarkRift.IPVersion.IPv4, (Exception e) => { HandleConnectionCompleted(e); }), tokenSource.Token); } catch (ArgumentException e) { _errorText.text = "Incorrect Port Number"; tokenSource.Cancel(); HandleConnectionCompleted(null); } }
public void attemptConnection(string ip) { clientReference.ConnectInBackground( IPAddress.Parse(ip), 4296, IPVersion.IPv4, null ); }
private static void ClientConnect() { if (isClient || isConnecting) { return; } isConnecting = true; Main.Log("[CLIENT] Connecting to server"); client.ConnectInBackground(host, port, true, OnConnected); }
void Start() { if (client == null) { client = GetComponent <UnityClient>(); } client.ConnectInBackground(iP, 4296, 4297, true); client.MessageReceived += Client_MessageReceived; }
void Awake() { if (_instance != null) { Destroy(gameObject); return; } _instance = this; DontDestroyOnLoad(this); Client = GetComponent <UnityClient>(); Client.Disconnected += DisconnectCallback; Client.ConnectInBackground(Client.Address, Client.Port, true, ConnectCallback); }
// Start is called before the first frame update void Start() { ////////////////// /// Load the game scene SceneManager.LoadScene("MainGameScene", LoadSceneMode.Additive); ////////////////// /// Suscribe to events clientReference.MessageReceived += SpawnGameObjects; ////////////////// /// Connect to the server manually clientReference.ConnectInBackground( IPAddress.Parse("127.0.0.1"), 4296, DarkRift.IPVersion.IPv4, null ); }
// Start is called before the first frame update void Start() { ////////////////// /// Load the game scene // SceneManager.LoadScene("Game", LoadSceneMode.Additive); bg = BoardGenerator.instance; clientReference.MessageReceived += SpawnGameObjects; clientReference.MessageReceived += MoveChange; clientReference.MessageReceived += RemovePiece; ////////////////// /// Connect to the server manually clientReference.ConnectInBackground( IPAddress.Parse(address), port, DarkRift.IPVersion.IPv4, null ); }
// Start is called before the first frame update void Start() { ///////////////////////// /// Load the game scene SceneManager.LoadScene("MainGameScene", LoadSceneMode.Additive); //////////////////////// /// Suscribe to events - 10/1 - Part 10 /// We've added a listener on message received called SpawnGameObjects clientReference.MessageReceived += SpawnGameObjects; /////////////////////// /// Connect to the server manually - 10/1 - Part 10 clientReference.ConnectInBackground //...CONNECT IN BACKGROUND !! ( IPAddress.Parse("192.168.1.104"), //127.0.0.1 // at Tom's 10.0.0.200 4296, DarkRift.IPVersion.IPv4, null ); }
void Start() { SceneManager.LoadScene("Game", LoadSceneMode.Additive); client.MessageReceived += MessageReceived; Debug.Log("Attempting to connect to server..."); client.ConnectInBackground( client.Address, client.Port, client.IPVersion, e => { if (e != null) { Debug.LogError(e); return; } Debug.Log("Connection successful."); }); }
void Start() { Client = GetComponent <UnityClient>(); Client.ConnectInBackground(IPAddress.Parse(ipAdress), port, IPVersion.IPv4, ConnectCallback); }
void Start() { Client.ConnectInBackground(IPAddress.Parse(IpAdress), Port, IPVersion.IPv4, ConnectCallback); }