Example #1
0
        public void AgentConnect(ConnectionString connection)
        {
            // Disconnect from current server
            if (IsConnected)
            {
                TNManager.Disconnect();
            }

            TNManager.Connect(connection.IP, connection.Port);
        }
Example #2
0
    /// <summary>
    /// Connect to the server.
    /// </summary>

    public void Connect()
    {
        // We don't want mobile devices to dim their screen and go to sleep while the app is running
        Screen.sleepTimeout = SleepTimeout.NeverSleep;

        // Make it possible to use UDP using a random port
        TNManager.StartUDP(Random.Range(10000, 50000));

        // Connect to the remote server
        TNManager.Connect(serverAddress, serverPort);
    }
Example #3
0
 void Connect(IPEndPoint extAddress, IPEndPoint intAddress)
 {
     if (string.IsNullOrEmpty(playerName.text))
     {
         mMessage = "Player Name Required.";
         return;
     }
     TNManager.playerName = playerName.text;
     Debug.LogFormat("connecting to ext: {0} int: {1}", extAddress, intAddress);
     TNManager.Connect(extAddress, intAddress);
     mMessage = "Connecting...";
 }
    /// <summary>
    /// This menu is shown if the client has not yet connected to the server.
    /// </summary>

    void DrawConnectMenu()
    {
        Rect rect = new Rect(Screen.width * 0.5f - 200f * 0.5f - mAlpha * 120f,
                             Screen.height * 0.5f - 100f, 200f, 220f);

        // Show a half-transparent box around the upcoming UI
        GUI.color = new Color(1f, 1f, 1f, 0.5f);
        GUI.Box(UnityTools.PadRect(rect, 8f), "");
        GUI.color = Color.white;

        GUILayout.BeginArea(rect);
        {
            GUILayout.Label("Server Address", text);
            mAddress = GUILayout.TextField(mAddress, input, GUILayout.Width(200f));

            if (GUILayout.Button("Connect", button))
            {
                // We want to connect to the specified destination when the button is clicked on.
                // "OnNetworkConnect" function will be called sometime later with the result.
                TNManager.Connect(mAddress);
                mMessage = "Connecting...";
            }

            if (TNServerInstance.isActive)
            {
                GUI.backgroundColor = Color.red;

                if (GUILayout.Button("Stop the Server", button))
                {
                    // Stop the server, saving all the data
                    TNServerInstance.Stop("server.dat");
                    mMessage = "Server stopped";
                }
            }
            else
            {
                GUI.backgroundColor = Color.green;

                if (GUILayout.Button("Start a Local Server", button))
                {
#if UNITY_WEBPLAYER
                    mMessage = "Can't host from the Web Player due to Unity's security restrictions";
#else
                    int udpPort = Random.Range(10000, 40000);

                    // Start a local server, loading the saved data if possible
                    // The UDP port of the server doesn't matter much as it's optional,
                    // and the clients get notified of it via Packet.ResponseSetUDP.
                    TNUdpLobbyClient lan = GetComponent <TNUdpLobbyClient>();
                    int lobbyPort        = (lan != null) ? lan.remotePort : 0;
                    TNServerInstance.Start(serverTcpPort, udpPort, "server.dat", lobbyPort);
                    mMessage = "Server started";
#endif
                }
            }
            GUI.backgroundColor = Color.white;

            if (!string.IsNullOrEmpty(mMessage))
            {
                GUILayout.Label(mMessage, text);
            }
        }
        GUILayout.EndArea();

        if (mAlpha > 0.01f)
        {
            rect.x = rect.x + (Screen.width - rect.xMin - rect.xMax) * mAlpha;
            DrawServerList(rect);
        }
    }
Example #5
0
    private void button_connect_onClick()
    {
        button_connect.interactable = false;

        TNManager.Connect(connectIp, connectPort);
    }