private void OnReceive(IAsyncResult ar) { try { int byteAmt = myStream.EndRead(ar); byte[] myBytes = new byte[byteAmt]; Buffer.BlockCopy(asyncBuff, 0, myBytes, 0, byteAmt); if (byteAmt == 0) { return; } UnityThread.executeInUpdate(() => { ClientHandleData.HandleData(myBytes); }); myStream.BeginRead(asyncBuff, 0, 8192, OnReceive, null); } catch { Debug.LogError("Connection to Server " + currentIP + ":" + currentPort + " Was Lost."); currentIP = string.Empty; currentPort = -1; connected = false; connecting = false; //NetworkManager.DestroyAllPlayers(); } }
//If the Welcome Message arrives //it begins to endless loop all other Messages in different Unity Thread private static void ReceiveCallback(IAsyncResult result) { try { int length = myStream.EndRead(result); if (length <= 0) { return; } byte[] newBytes = new byte[length]; Array.Copy(recBuffer, newBytes, length); UnityThread.executeInFixedUpdate(() => { ClientHandleData.HandleData(newBytes); }); //Infinte Loop myStream.BeginRead(recBuffer, 0, 4096 * 2, ReceiveCallback, null); } catch (Exception) { //NetworkManager.instance.DestroyLocalPlayer(); return; } }
private static void ReceiveCallback(IAsyncResult ar) { try { int readBytes = myStream.EndRead(ar); if (readBytes <= 0) { return; } byte[] newBytes = new byte[readBytes]; Buffer.BlockCopy(asyncBuffer, 0, newBytes, 0, readBytes); // Add Unity Thread Here UnityThread.executeInUpdate(() => { // HandleData here ClientHandleData.HandleData(newBytes); }); myStream.BeginRead(asyncBuffer, 0, Constants.MAX_BUFFERSIZE * 2, ReceiveCallback, null); } catch (Exception e) { Console.WriteLine(e); } }
private static void ReceiveCallback(IAsyncResult result) { try { int readBytes = myStream.EndRead(result); if (readBytes <= 0) { return; } byte[] newBytes = new byte[readBytes]; Buffer.BlockCopy(receiveBuffer, 0, newBytes, 0, readBytes); UnityThread.executeInUpdate(() => { ClientHandleData.HandleData(newBytes); }); myStream.BeginRead(receiveBuffer, 0, 4096 * 2, ReceiveCallback, null); } catch (Exception) { throw; } }
void Start() { DontDestroyOnLoad(this); UnityThread.initUnityThread(); ClientHandleData.InitializePackets(); ClientTCP.InitializingNetworking(); }
private void Start() { UnityThread.initUnityThread(); ClientHandleData.InitializePackets(); InitializeNetwork(); //ClientTCP.InitializeNetworking(); }
private static void ReceiveCallback(IAsyncResult result) { try { int readByteSize = _clientNetworkStream.EndRead(result); if (readByteSize <= 0) { return; } byte[] newBytes = new byte[readByteSize]; Buffer.BlockCopy(_asyncBuffer, Constants.NETWORK_STREAM_OFFSET, newBytes, Constants.NETWORK_STREAM_OFFSET, readByteSize); //Add unity thread here UnityThread.executeInUpdate(() => //Hanlde data here ClientHandleData.HandleData(newBytes) ); _clientNetworkStream.BeginRead(_asyncBuffer, Constants.NETWORK_STREAM_OFFSET, Constants.MAX_BUFFER_SIZE * 2, ReceiveCallback, null); } catch (ArgumentException ex) { Debug.Log("ClientConnectCallback error: " + ex.Message); return; } }
void Start() { Debug.Log("Customnetworkmanager Start"); DontDestroyOnLoad(this); MainThreadDispatcher.Initialize(); ClientHandleData.InitializePackets(); ClientTCP.InitializingNetworking(); }
// Start is called before the first frame update public void initiate() { DontDestroyOnLoad(this); UnityThread.initUnityThread(); ClientHandleData.InizializzaPacchetti(); ClientTcp.InizializzaNetwork(); }
private void Awake() { DontDestroyOnLoad(this); UnityThread.initUnityThread(); ClientHandleData.InitializePacketListener(); ClientTCP.InitializeClientSocket(ipAddress, port); }
private void Awake() { instance = this; DontDestroyOnLoad(this); UnityThread.initUnityThread(); InitPlayers(); ClientHandleData.InitPackets(); ClientTCP.InitClient(IPAddress, Port); }
private void Awake() { // This two methods for working with TCP in Unity Thread DontDestroyOnLoad(this); UnityThread.initUnityThread(); //Connection ClientHandleData.InitializePacketListener(); ClientTCP.InitializeClientSocket(ipAddress, port); }
private void Awake() { instance = this; host = "localhost"; port = 7171; isConnected = false; DontDestroyOnLoad(this); UnityThread.initUnityThread(); ClientHandleData.InitializePacketListener(); ClientTCP.InitializeClientSocket(host, port); }
//If the User presses the Connect Button, he will get to this Method //It checks if the writen Username is valid //It also starts connecting to the Server public void ConnectToServer() { StartMenuUI.instanceUI.ClearAllErrors(); if (!(StartMenuUI.instanceUI.IsUsernameVaild())) { return; } if (alreadyTriedToConnect) { ClientTCP.InitializingNetworking(); } else { alreadyTriedToConnect = true; ClientHandleData.InitializePackets(); ClientTCP.InitializingNetworking(); } }
private static void ReceiveCallback(IAsyncResult result) { try { int length = myStream.EndRead(result); if (length < 0) { return; } Debug.Log("receive"); byte[] newBytes = new byte[length]; Array.Copy(recBuffer, newBytes, length); Scheduler.MainThreadFixedUpdate.Schedule(() => ClientHandleData.HandleData(newBytes)); myStream.BeginRead(recBuffer, 0, 4092 * 2, ReceiveCallback, null); } catch (Exception) { throw; } }
private static void ReceiveCallback(IAsyncResult result) { try { int length = myStream.EndRead(result); if (length <= 0) { return; } byte[] newBytes = new byte[length]; Array.Copy(recBuffer, newBytes, length); UnityThread.executeInFixedUpdate(() => { ClientHandleData.HandleData(newBytes); }); } catch (Exception) { throw; } }
private void OnReceive(IAsyncResult ar) { try { int byteAmt = myStream.EndRead(ar); byte[] myBytes = new byte[byteAmt]; Buffer.BlockCopy(asyncBuff, 0, myBytes, 0, byteAmt); if (byteAmt == 0) { return; } UnityThread.executeInUpdate(() => { ClientHandleData.HandleData(myBytes); }); myStream.BeginRead(asyncBuff, 0, playerSocket.SendBufferSize, OnReceive, null); } catch { } }
public static void ReceiveCallBack(IAsyncResult result) { try { int lenght = stream.EndRead(result); if (lenght <= 0) { return; } byte[] newBytes = new byte[lenght]; Array.Copy(recBuffer, newBytes, lenght); UnityThread.executeInFixedUpdate(() => { ClientHandleData.HandleData(newBytes); }); stream.BeginRead(recBuffer, 0, sizeBuffer * 2, ReceiveCallBack, null); } catch (Exception) { //throw; } }
private static void ReceiveCallback(IAsyncResult result) { try { int lenght = myStream.EndRead(result); if (lenght <= 0) { return; } byte[] newBytes = new byte[lenght]; Array.Copy(recBuffer, newBytes, lenght); UnityThread.executeInFixedUpdate(() => { ClientHandleData.HandleData(newBytes); }); myStream.BeginRead(recBuffer, 0, 4096 * 2, ReceiveCallback, null); } catch (Exception) { Disconnect(); return; } }
private void Awake() { instance = this; }
private void Awake() { instance = this; InitMessages(); }
static void Main(string[] args) { InitializeConsoleThread(); ClientHandleData.InitializePacketListener(); ClientTCP.InitializeClientSocket("34.72.41.136", 19132); }
public void StartConnection() { ClientHandleData.InitializePackets(); ClientTCP.ServerAddress = serverAddress; ClientTCP.InitializingNetworking(); }