Example #1
0
        /// <summary>
        /// Disconnect the client from the server.
        /// </summary>
        public bool Disconnect()
        {
            if (!mIsConnected)
            {
                Debug.Log("NetClient::Disconnect() Failed with reason 'Not connected to server!");
                return(false);
            }

            byte error;

            NetworkTransport.Disconnect(mSocket, mConnection, out error);

            if (NetUtils.IsNetworkError(error))
            {
                Debug.Log("NetClient::Disconnect() Failed with reason '" + NetUtils.GetNetworkError(error) + "'.");
                return(false);
            }

            mIsConnected = false;

            return(true);
        }
Example #2
0
        /// <summary>
        /// Disconnects a client via specified id.
        /// </summary>
        /// <returns><c>true</c>, if client was disconnected, <c>false</c> otherwise.</returns>
        public bool DisconnectClient(int connId)
        {
            if (!HasClient(connId))
            {
                Debug.Log("NetServer::DisconnectClient( " + connId + " ) Failed with reason 'Client with id does not exist!'");
                return(false);
            }

            byte error;

            NetworkTransport.Disconnect(mSocket, connId, out error);

            if (NetUtils.IsNetworkError(error))
            {
                Debug.Log("NetServer::DisconnectClient( " + connId + " ) Failed with reason '" + NetUtils.GetNetworkError(error) + "'.");
                return(false);
            }

            return(true);
        }
Example #3
0
        /// <summary>
        /// Send a stream to a single connected client.
        /// </summary>
        /// <returns><c>true</c>, if stream was sent, <c>false</c> otherwise.</returns>
        /// <param name="buffer">The object to serialize and stream.</param>
        /// <param name="size">Max buffer size of object after being serialized.</param>
        /// <param name="channel">Channel to broadcast on.</param>
        /// <param name="connId">Connection ID of client to broadcast to.</param>
        public bool SendStream(byte[] buffer, int size, int connId, int channel)
        {
            byte error;

            NetworkTransport.Send(mSocket, connId, channel, buffer, size, out error);
            if (NetUtils.IsNetworkError(error))
            {
                Debug.Log("NetServer::SendStream( " + buffer.ToString() + " , " + size.ToString() + " ) Failed with reason '" + NetUtils.GetNetworkError(error) + "'.");
                return(false);
            }

            return(true);
        }
Example #4
0
        /// <summary>
        /// Connect the specified ip and port.
        /// </summary>
        /// <param name="ip">Ip.</param>
        /// <param name="port">Port.</param>
        public bool Connect(string ip, int port)
        {
            byte error;

            mConnection = NetworkTransport.Connect(mSocket, ip, port, 0, out error);

            if (NetUtils.IsNetworkError(error))
            {
                Debug.Log("NetClient::Connect( " + ip + " , " + port.ToString() + " ) Failed with reason '" + NetUtils.GetNetworkError(error) + "'.");
                return(false);
            }

            mServerIP = ip;
            mPort     = port;

            return(true);
        }