public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); Debug.Log(matchResponse.networkId); Debug.Log(Utility.GetSourceID().ToString()); ConnectionConfig config = new ConnectionConfig(); config.AddChannel(QosType.ReliableFragmented); config.AddChannel(QosType.UnreliableFragmented); NetworkServer.Configure(config, 3); NetworkServer.RegisterHandler(MsgType.Connect, OnPlayerConnected); NetworkServer.RegisterHandler(100, OnClientMessage); NetworkServer.Listen(new MatchInfo(matchResponse), 25000); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); UnityMatchmaking.Instance.MasterServerConnection.matchMaker.JoinMatch(matchResponse.networkId, "", OnServerMatchJoined); UnityMatchmaking.Instance.LastGameId = matchResponse.networkId; } else { Debug.LogError("Create match failed"); } }
public void Handle(CreateMatchRequest request) { try { if (!String.IsNullOrEmpty(request.IdFirstTeam) || !String.IsNullOrEmpty(request.IdSecondTeam) || !String.IsNullOrEmpty(request.DateTimeMatch.ToString())) { _matchRepo.Insert(new Match { FirstTeam = GetTeamById(request.IdFirstTeam), SecondTeam = GetTeamById(request.IdSecondTeam), DateTimeMatch = request.DateTimeMatch, ScoreOfFirstTeam = 0, ScoreOfSecondTeam = 0, IsDeleted = false }); var response = new CreateMatchResponse(true); Sender.Tell(response); _logger.Info("Create Match successfull: {0} {1}", request.IdFirstTeam, request.IdSecondTeam); } else { var response = new CreateMatchResponse(false); Sender.Tell(response); _logger.Error("Couldn't create Match: {0} {1}: All fields are required", request.IdFirstTeam, request.IdSecondTeam); } } catch (Exception ex) { var response = new CreateMatchResponse(false); Sender.Tell(response); _logger.Error("Couldn't create Match: {0} {1}: {2}", request.IdFirstTeam, request.IdSecondTeam, ex.Message); } }
/// <summary>Called when a UNET match is created. This is only used when relays are enabled.</summary> #if UNITY_5_3 void OnUNETMatchCreated(CreateMatchResponse response) { // Start hosting networkManager.OnMatchCreate(response); // Create the match CreateMatch(); }
public CreatedMatchInformation(CreateMatchResponse response) : this( response.accessTokenString.GetByteString(), response.networkId, response.nodeId ) { }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); Debug.Log("OnMatchCreate"); currentMatchID = (System.UInt64)matchInfo.networkId; currentNodeID = (System.UInt64)matchInfo.nodeId; }
public void OnCreateMatch(CreateMatchResponse response) { this.response = response; if (this.response.success) { this.networkManager.OnMatchCreate(response); this.nextState = new InGameHostState(this.networkManager, this.networkMatch); } }
private void CreateMatchCallBack(CreateMatchResponse response) { UnityEngine.Debug.Log("New game created"); var match = response.Match; CurrentGame.MatchId = match.MatchId; CurrentGame.MatchState = match.State; SaveMatchId(match.MatchId); OnNewMatchCreated(CurrentGame); }
private void OnMatchCreate(CreateMatchResponse matchResponse) { isHost = true; this.networkId = matchResponse.networkId; this.nodeId = matchResponse.nodeId; if (matchResponse.success) { NetManager.singleton.OnMatchCreate(matchResponse); } }
public void OnMatchCreate(CreateMatchResponse aMatchResponse) { if (aMatchResponse.success) { NetworkManager.singleton.OnMatchCreate(aMatchResponse); } else { Debug.LogError("Create match failed"); } }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { if (matchInfo.success) { base.OnMatchCreate(matchInfo); GameObject gameManager = (GameObject)Instantiate(spawnPrefabs[0], Vector3.zero, Quaternion.identity); DontDestroyOnLoad(gameManager); NetworkServer.Spawn(gameManager); //Network.Instantiate(playerPrefab, Vector2.zero, Quaternion.identity, 0); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); matchCreated = true; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkServer.Listen(new MatchInfo(matchResponse), 9000); } else { Debug.LogError("Create match failed"); } }
/// <summary> /// 创建房间后的回调函数 /// </summary> /// <param name="response"> /// 包含已创建的房间的信息 /// </param> private void _OnCreateMatch (CreateMatchResponse response) { if (response.success) { Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); client = StartHost(new MatchInfo(response)); m_netStt = ConstantDefine.NetworkState.Host; } else { m_waitingPanel.SetActive(false); _Error("FAILED TO CREATE A ROOM"); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { successObject.SetActive(true); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkClient nc = nm.StartHost(new MatchInfo(matchResponse)); nc.RegisterHandler(MsgType.Connect, OnConnected); } else { print("Match create error!"); } }
/// <summary> /// Triggered after the creation of a Match /// </summary> /// <param name="matchResponse">Response from the Network to the match creation (Used here to test sucess)</param> public virtual void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("OnMatchCreate > Success"); SwitchSelectedMap(); networkOverlord.StartHost(); //Host a game with current map in networkManager } else { Debug.LogError("OnMatchCreate > Failure, please verify internet connection"); SwitchSelectedMap(); networkOverlord.StartHost(); //Host a game with current map in networkManager } }
public virtual void OnMatchCreate(CreateMatchResponse matchInfo) { if (LogFilter.logDebug) { Debug.Log("NetworkManager OnMatchCreate " + matchInfo); } if (matchInfo.success) { Utility.SetAccessTokenForNetwork(matchInfo.networkId, new NetworkAccessToken(matchInfo.accessTokenString)); StartHost(new MatchInfo(matchInfo)); } else if (LogFilter.logError) { Debug.LogError("Create Failed:" + matchInfo); } }
/// <summary> /// 创建房间后的回调函数 /// </summary> /// <param name="response"> /// 包含已创建的房间的信息 /// </param> private void _OnCreateMatch(CreateMatchResponse response) { MatchUI.instance.StopWait(); if (response.success) { //令牌 Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); //创建后立即进入房间 client = StartHost(new MatchInfo(response)); m_networkState = ConstantDefine.NetworkState.Host; } else { //处理错误 } }
private void onMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Creates match"); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new UnityEngine.Networking.Types.NetworkAccessToken(matchResponse.accessTokenString)); FindObjectOfType <CustomLobbyManager>().StartHost(new MatchInfo(matchResponse)); _matchCreated = true; readyButton.gameObject.SetActive(true); playerList.transform.parent.gameObject.SetActive(true); } else { joinButton.gameObject.SetActive(true); hostButton.gameObject.SetActive(true); Debug.LogError("Failed to create match"); } }
public virtual void createRoomCallback(CreateMatchResponse resp) { Debug.Log("Room creation was successful: " + resp.success); if (resp.success) { //ideally we could continue to refresh and sit in the lobby here, but unity apparently will not allow us to create a game and not join it immediately. doRefreshNow(); doRefresh = false; OnMatchCreate(resp); //this will join immediately, which may be what we want once testing is done ServerChangeScene(onlineScene); //is this necessary?? Debug.Log("Joined"); Debug.Log("Scene switched"); } else { doRefreshNow(); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); m_MatchCreated = true; m_MatchInfo = new MatchInfo(matchResponse); StartServer(matchResponse.address, matchResponse.port, matchResponse.networkId, matchResponse.nodeId); } else { Debug.LogError("Create match failed"); } }
private void OnCreateMatch(CreateMatchResponse res) { if (res != null && res.success) { //_networkManger.OnMatchCreate(res); GameObject obj = GameObject.Find("RoomsUI"); if (obj != null) { obj.SetActive(false); } res.port = 7000; Debug.Log("Create match succeeded Port: " + res.port); MatchInfo hostInfo = new MatchInfo(res); NetworkServer.Listen(hostInfo, 9000); Debug.Log("Host Port: " + hostInfo.port); _networkManger.StartHost(hostInfo); } else { Debug.LogError("Create match failed"); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { connectionStatus = "Match named " + matchName + " created. Waiting for another player to join..."; joinPanel.FindChild("Image").GetComponent <Image>().color = new Color(0f, 0f, 0f, 0f); createMatchButton.gameObject.SetActive(false); joinMatchButton.gameObject.SetActive(false); backButton.gameObject.SetActive(true); matchCreated = true; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); matchInfo = new MatchInfo(matchResponse); NetworkServer.Listen(matchInfo, 7777); NetworkServer.RegisterHandler(MsgType.Connect, OnPlayerReadyMessage); } else { Debug.LogError("Create match failed"); } }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); MatchCreate.Invoke(matchInfo); }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { Log("OnMatchCreate"); base.OnMatchCreate(matchInfo); }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); _currentMatchID = (ulong)matchInfo.networkId; }