connectToServer() public method

public connectToServer ( ClientSettings settings ) : bool
settings ClientSettings
return bool
    public void ConnectToServerButton()
    {
        string hostAddress = GameObject.Find("HostInput").GetComponent <InputField>().text;

        if (hostAddress == "")
        {
            hostAddress = "127.0.0.1";
        }

        try
        {
            Client c = Instantiate(clientPrefab).GetComponent <Client>();
            c.clientName = nameInput.text;
            if (c.clientName == "")
            {
                c.clientName = "Host";
            }
            c.connectToServer(hostAddress, 6321);
            connectMenu.SetActive(false);
        }
        catch (Exception e)
        {
            Debug.Log("Error: " + e.Message);
        }
    }
Example #2
0
        private void joinButton_Click(object sender, EventArgs e)
        {
            if (myClient != null)
            {
                return;
            }
            //TODO hardcoded for now
            clientRA = RemotingAddress.FromString("tcp://localhost:65001/MSClient");
            //TODO hardcoded for now
            serverRA = RemotingAddress.FromString("tcp://localhost:65000/MSServer");

            myClient.listenClient(clientRA.port, clientRA.channel);

            string clientName = nameTextBox.Text;

            if (clientName == null)
            {
                return;
            }
            myClient.connectToServer(serverRA.ToString(), clientName, clientRA.ToString());
        }
Example #3
0
    public void hostButton()
    {
        var host = Dns.GetHostEntry(Dns.GetHostName());

        IPText.text = "Your IP Adress is: " + host.AddressList[1].ToString();
        try {
            Server s = Instantiate(serverPrefab).GetComponent <Server>();
            s.init();
            Client c = Instantiate(clientPrefab).GetComponent <Client>();
            c.clientName = nameInput.text;
            c.isHost     = true;
            if (c.clientName == "")
            {
                c.clientName = "Unknown Host Player";
            }
            c.connectToServer("127.0.0.1", 6321);
        } catch (System.Exception e) {
            Debug.Log(e.Message);
        }

        mainMenu.SetActive(false);
        serverMenu.SetActive(true);
    }
    public void HostButton()
    {
        try
        {
            Server s = Instantiate(serverPrefab).GetComponent <Server>();
            s.Init();

            Client c = Instantiate(clientPrefab).GetComponent <Client>();
            c.clientName = nameInput.text;
            if (c.clientName == "")
            {
                c.clientName = "Host";
            }
            c.connectToServer("127.0.0.1", 6321);
        }
        catch (Exception e)
        {
            Debug.Log("Error: " + e.Message);
        }

        mainMenu.SetActive(false);
        serverMenu.SetActive(true);
    }
Example #5
0
        /////////////////////
        // Protected Methods
        /////////////////////
        /// <summary>
        /// Listen for clients and connects them to the server.
        /// </summary>
        protected void listenForClients()
        {
            this.sendMessage(SERVER_LISTENING, "Starting to listen");
            socketOpen = true;
            clients = new List<Client>(0);
            listener = new TcpListener(IPAddress.Loopback, 4654);
            listener.Start();

            int counter = 0;
            while (socketOpen)
            {
                Client client = new Client(listener, counter);
                clients.Add(client);
                client.connectToServer();
                if (client.isConnected)
                {
                    counter++;
                    this.sendMessage(SERVER_LISTENING, "Player " + counter + " connected");
                    if (numberOfPlayers != 0)
                    {
                        if (counter >= numberOfPlayers)
                        {
                            socketOpen = false;
                            break;
                        }
                    }
                }
            }
            this.numberOfPlayers = counter;
            this.sendMessage(SERVER_LISTENING, "Players: " + counter + ", all clients connected");
            saving = true;
        }