public void Connect(string endPoint) { if (!_peer.Connect(endPoint, RealtimeVersion.Current)) { OnConnectFailed(endPoint); } }
private void Run(string username, string password) { this.username = username; this.password = password; peer = new PhotonPeer(this, ConnectionProtocol.Udp) { ChannelCount = 2 }; peer.Connect("127.0.0.1:5055", "Master"); var timer = Stopwatch.StartNew(); timer.Start(); while (true) { if (timer.ElapsedMilliseconds < 50) { continue; } peer.Service(); timer.Restart(); } }
void Start() { //这里使用udp协议,udp不稳定的问题已在photon修复 //通过Listender接收服务器的响应 m_peer = new PhotonPeer(this, ConnectionProtocol.Udp); m_peer.Connect("192.168.10.84:5055", "MyGame1");//服务器端口 应用名 }
static void Main(string[] args) { ChatServerListener listener = new ChatServerListener(); PhotonPeer peer = new PhotonPeer(listener, ConnectionProtocol.Tcp); //连接服务器 peer.Connect("127.0.0.1:4520", "ChatServer"); Console.WriteLine("Connecting..."); while (listener.isConnected == false) { peer.Service(); } Dictionary <byte, object> dict = new Dictionary <byte, object>(); dict.Add(1, "username"); dict.Add(2, "password"); peer.OpCustom(1, dict, true); while (true) { peer.Service(); } Console.ReadKey(); }
// Use this for initialization void Start() { peer = new PhotonPeer(this, ConnectionProtocol.Udp); bool isConnected = peer.Connect("10.0.0.115:5055", "StarCollectorServer"); Debug.Log(isConnected); StartCoroutine(DoService()); }
// Use this for initialization void Start() { //通过Listender接受服务器端的响应 Debug.Log("Wait to Connect"); peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect("47.101.223.4:5055", "MyGame1"); //47.101.223.4 }
protected void Connect(string address, string playerName) { this.playerName = playerName; selfPeer = new PhotonPeer(this, ConnectionProtocol.Udp); selfPeer.Connect(address, "Poker"); }
private void Awake() { _instance = this; peer = new PhotonPeer(this, protocol); peer.Connect(serverAddress, ApplicationName); DontDestroyOnLoad(this.gameObject); }
public void Connect() { try { string serverAddress = IANTGame.ServerAddress; #if UNITY_WEBGL && !UNITY_EDITOR peer = new PhotonPeer(this, ConnectionProtocol.WebSocketSecure); peer.SocketImplementation = typeof(SocketWebTcp); serverAddress = "wss://" + serverAddress + ":" + IANTGame.WebSocketPort; #else peer = new PhotonPeer(this, ConnectionProtocol.Udp); serverAddress += ":" + IANTGame.UdpPort; #endif if (!peer.Connect(serverAddress, IANTGame.ServerName)) { IANTGame.Service.DebugReturn(DebugLevel.ERROR, "Connect fail in peer.Connect"); IANTGame.ResponseManager.SystemResponseManager.CallConnectResponse(false); } } catch (Exception ex) { IANTGame.ResponseManager.SystemResponseManager.CallConnectResponse(false); IANTGame.Service.DebugReturn(DebugLevel.ERROR, ex.Message); IANTGame.Service.DebugReturn(DebugLevel.ERROR, ex.StackTrace); } }
// Use this for initialization void Start() { connection = new PhotonPeer(this, ConnectionProtocol.Udp); connection.Connect(ServerIP, AppName); StartCoroutine(DoService()); }
// Use this for initialization void Start() { //利用PhotonPeer 与服务器端建立连接 选择通讯协议 //通过被监听的对象 this 接收服务器端的响应 peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect("127.0.0.1:5055", "MyPhoton"); }
static void Main(string[] args) { GameServerListener listener = new GameServerListener(); PhotonPeer peer = new PhotonPeer(listener, ConnectionProtocol.Tcp); Console.WriteLine("connecting..."); peer.Connect("127.0.0.1:4530", "GameServer"); while (!listener.isConnected) { peer.Service(); } Dictionary <byte, Object> dict = new Dictionary <byte, object> { { 1, "username" }, { 2, "password" } }; peer.OpCustom(1, dict, true); while (true) { peer.Service(); } }
void Awake() { instance = this; peer = new PhotonPeer(this, protocol); peer.Connect(serverAddress, applicationName); //peer.Service(); }
private void Awake() { address = "127.0.0.1:5055"; Server = "MyGameServer"; peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect(address, Server); }
private static bool CheckConnection(string serverAddress, string appId, ConnectionProtocol protocol) { var listner = new PhotonListener(false); var peer = new PhotonPeer(listner, protocol); if (!peer.Connect(serverAddress, appId)) { return(false); } var counter = 100; while (--counter > 0) { peer.Service(); if (listner.WaitForConnection(0)) { var res = peer.PeerState == PeerStateValue.Connected; peer.Disconnect(); return(res); } Thread.Sleep(50); } return(false); }
public ChatPeerListener(ChatClient chatClient, PlayerInfo playerInfo, string serverAddress, string applicationName) { Player = playerInfo; ChatClient = chatClient; _connected = false; _operations = new Dictionary<byte, IBaseOp>(); foreach (var item in typeof(IBaseOp).Assembly.GetTypes().Where(_ => !_.IsAbstract && typeof(IBaseOp).IsAssignableFrom(_))) { var obj = (IBaseOp)Activator.CreateInstance(item); _operations[obj.OpCode] = obj; } _peer = new PhotonPeer(this, ConnectionProtocol.Udp); _peer.Connect(serverAddress, applicationName); while (!_connected) { _peer.Service(); } var t = new Timer { Enabled = true, Interval = 10 }; t.Elapsed += (sender, args) => _peer.Service(); t.Start(); }
void Start() { address = "127.0.0.1:5057"; Server = "LoginServer"; peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect(address, Server); }
public void Run() { if (m_Peer.Connect("127.0.0.1:4530", "ChatServer")) { Thread thread = new Thread(UpdateLoop); thread.IsBackground = true; thread.Start(); do { m_Peer.Service(); switch (m_State) { case GameState.Initiation: break; case GameState.Connected: LoginToServer(); m_State = GameState.OnLogin; break; case GameState.OnLogin: break; case GameState.Chatting: HandleChatting(); break; case GameState.Disconnected: break; } } while (true); } }
private void Connect() { if (PhotonPeer != null) { PhotonPeer.Connect(CONNECTION_STRING, APP_NAME); } }
public void Reconnect(string ip, string port, string app) { peer.Disconnect(); string ipAndPort = ip + ":" + port; Debug.Log("重连服务器:" + ipAndPort + ",应用名:" + app); peer.Connect(ipAndPort, app); }
// Use this for initialization void Start() { // connect to Photon Server peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect ("10.0.2.15:5055", "PhotonAckServer"); StartCoroutine (doService ()); }
public Chat() { peer = new PhotonPeer(this, ConnectionProtocol.Tcp); ChatGUI.MessagesTab1.Add("Connecting to chat server..."); peer.Connect("191.238.97.27:4530", "ChatServer"); }
private BaseListener ConnectPeer(BaseListener listener, ServerInfo server) { var peer = new PhotonPeer(listener, ConnectionProtocol.Udp); peer.Connect(string.Format("{0}:{1}", server.ip, server.port), server.appName); listener.SetPeer(peer); return(listener); }
public void Connect() { bool con = peer.Connect("127.0.0.1:5055", "PhotonIntro"); Debug.Log("PeerID:" + peer.PeerID); Debug.Log("Peer state:" + peer.PeerState); Run(); }
public void Start() { // connect to Photon server peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect("127.0.0.1:5055", "PhotonAckServer"); StartCoroutine(doService()); }
// Start is called before the first frame update void Start() { Debug.Log("111------开始连接----"); peer = new PhotonPeer(this, ConnectionProtocol.Udp); peer.Connect("127.0.0.1:5055", "MyGame1"); connected = false; }
/// <summary> /// 类型:方法 /// 名称:Connect /// 作者:taixihuase /// 作用:尝试通过 ip 地址、端口、传输协议及服务端进程名,与服务端连线 /// 编写日期:2015/7/17 /// </summary> /// <param name="ip"></param> /// <param name="port"></param> /// <param name="connectionProtocol"></param> /// <param name="serverName"></param> public void Connect(string ip, int port, ExitGames.Client.Photon.ConnectionProtocol connectionProtocol, string serverName) { string serverAddress = ip + ":" + port.ToString(); Peer = new PhotonPeer(this, connectionProtocol); Peer.Connect(serverAddress, serverName); }
private void ServerSetup() { //服务器初始化 //通过Listender接收服务器端的响应(监听服务器的类就是this) 链接方式(Udp) peer = new PhotonPeer(this, ConnectionProtocol.Udp); //设置链接的服务器IP和端口 要连接的服务器名 peer.Connect("127.0.0.1:5055", "OA"); }
public void Initialise() { _peer = new PhotonPeer(this, ConnectionProtocol.Udp); _peer.Connect(ServerAddress, ApplicationName); _state = new WaitingForConnection(); }
protected override void Awake() { base.Awake(); peer = new PhotonPeer(this, protocol); peer.Connect(serverAddress, applicationName); //切换场景不销毁该物体 DontDestroyOnLoad(gameObject); }
// Update is called once per frame void Update() { if (!isConnect) { peer.Connect(serverAddress, applicationName); } peer.Service(); }
void Awake() { _instance = this;//该脚本是绑定在Unity游戏组件中,相当于unity实例化了该对象 peer = new PhotonPeer(this, protocol); peer.Connect(serverAddress, applicationName); role = new Role(); DontDestroyOnLoad(this); }
void Start() { Debug.Log("Connecting..."); Connection = new PhotonPeer(this, ConnectionProtocol.Udp); Connection.Connect(ServerIP, AppName); StartCoroutine(doService()); }
private void Update() { if (!connected) { peer.Connect(serverAddress, applicationName); //连接服务器 } peer.Service(); //获取服务,持续调用才能接受信息 }
void Awake() { _instance = this; peer = new PhotonPeer(this,protocol); //peer连接服务器 peer.Connect(serverAddress, applicationName); DontDestroyOnLoad(this.gameObject); }
public bool Connect() { peer = new PhotonPeer (this, ConnectionProtocol.Udp); if( peer.Connect("app.exitgamescloud.com:5055","912399f0-c8d8-4d11-bf0a-88924aa6ba31")) { return true; } return false; }
public void Start() { _photonPeer = new PhotonPeer(this, ConnectionProtocol.Udp); if (!_photonPeer.Connect("127.0.0.1:5055", "RuneSlinger")) Debug.LogError("Could not connect to photon."); _message = ""; _messages = new List<string> { }; }
public void Connect() { connected = false; //peer = new PhotonPeer(this, ConnectionProtocol.Tcp); //peer.Connect("127.0.0.1:4530", "ChatServer"); peer = new PhotonPeer(this, ConnectionProtocol.WebSocket); peer.Connect("46.52.15.26:9090", "ChatServer"); }
void Awake() { //Dns.GetHostName(); IPAddress ipAddr = Dns.GetHostEntry("1462z254b3.iok.la").AddressList[0]; string ip = ipAddr.ToString();//"1462z254b3.iok.la";//ipAddr.ToString(); Debug.Log(ip); _instance = this; peer = new PhotonPeer(this, protocol); peer.Connect(ip+serverAddress, applicationName); DontDestroyOnLoad(this.gameObject); }
public bool Connect(string ip, string appname) { peer = new PhotonPeer(this, ConnectionProtocol.Udp); //"localhost:5055" "CSServer" if (peer.Connect(ip, appname)) { return true; } //peer.OpCustom( ) return false; }
public bool Connect() { stopwatch.Start(); peer = new PhotonPeer(this, ConnectionProtocol.Udp); //连接Photon Cloud if (peer.Connect("app.exitgamescloud.com:5055", "d2482745-4d35-474c-96ce-4f5362e385a6")) { return true; } ////连接Photon Server //if (peer.Connect("localhost:5055", "LRServer")) //{ // return true; //} return false; }
public void Connect(string ip, int port, string serverNmae) { try { string serverAddress = ip + ":" + port.ToString(); peer = new PhotonPeer(this, ConnectionProtocol.Udp); if (!peer.Connect(serverAddress, serverNmae)) { OnConnectResponse(false); } } catch (Exception ex) { OnConnectResponse(false); DebugReturn(DebugLevel.ERROR, ex.Message); DebugReturn(DebugLevel.ERROR, ex.StackTrace); } }
public static void Main() { var client = new ChatClient(); var peer = new PhotonPeer(client, ConnectionProtocol.Tcp); // connect client.connected = false; peer.Connect("127.0.0.1:4530", "ChatServer"); while (!client.connected) { peer.Service(); } var buffer = new StringBuilder(); while (true) { peer.Service(); // read input if (Console.KeyAvailable) { ConsoleKeyInfo key = Console.ReadKey(); if (key.Key != ConsoleKey.Enter) { // store input buffer.Append(key.KeyChar); } else { // send to server var parameters = new Dictionary<byte, object> { { 1, buffer.ToString() } }; peer.OpCustom(1, parameters, true); buffer.Length = 0; } } } }
private static bool CheckConnection(string serverAddress, string appId, ConnectionProtocol protocol) { var listner = new PhotonListener(false); var peer = new PhotonPeer(listner, protocol); if (!peer.Connect(serverAddress, appId)) { return false; } var counter = 100; while (--counter > 0) { peer.Service(); if (listner.WaitForConnection(0)) { var res = peer.PeerState == PeerStateValue.Connected; peer.Disconnect(); return res; } Thread.Sleep(50); } return false; }
void Start() { peer = new PhotonPeer(this, ConnectionProtocol.Tcp); peer.Connect(IP, "MmoServer"); }
public void Initialize() { Peer = new PhotonPeer(this, false); Peer.Connect(ServerAddress, ApplicationName); State = new WaitingForConnection(this); }
public void Initialize() { Peer = new PhotonPeer(this, ConnectionProtocol.Udp); Peer.Connect(ServerAddress, ApplicationName); State = new WaitingForConnection(_instance); }
// Use this for initialization void Start() { connection = new PhotonPeer(this, ConnectionProtocol.Udp); connection.Connect(ServerIP, AppName); StartCoroutine(DoService()); }
/// <summary> /// 类型:方法 /// 名称:Connect /// 作者:taixihuase /// 作用:尝试通过 ip 地址、端口、传输协议及服务端进程名,与服务端连线 /// 编写日期:2015/7/17 /// </summary> /// <param name="ip"></param> /// <param name="port"></param> /// <param name="connectionProtocol"></param> /// <param name="serverName"></param> public void Connect(string ip, int port, ExitGames.Client.Photon.ConnectionProtocol connectionProtocol, string serverName) { string serverAddress = ip + ":" + port.ToString(); Peer = new PhotonPeer(this, connectionProtocol); Peer.Connect(serverAddress, serverName); }
public void Init(PhotonPeer peer, string serverAddress, string applicationName, Login login) { m_peer = peer; m_peer.Connect(serverAddress, applicationName); m_login = login; }
public void Initialize() { _Peer = new PhotonPeer(this, ConnectionProtocol.Udp); _Peer.Connect(ServerAddress, ApplicationName); _State = new WaitForConnection(this); }