//private List<NetworkConnection> m_Connections; public UnreliableServer() { m_Driver = new BasicNetworkDriver <IPCSocket>(new NetworkDataStreamParameter { size = NetworkParameterConstants.MTU }); }
///<summary>Set up listeners and data structures, and connect to server.</summary> void Start() { Listen <ConnectServerMessage>(message => connectionID = message.id); Listen <JoinMessage>(message => playerConnections[message.id] = message.name); Listen <PingMessage>(message => message.Send()); driver = new BasicNetworkDriver <IPv4UDPSocket>(new INetworkParameter[0]); connection = new NativeArray <NetworkConnection>(1, Allocator.Persistent); var endpoint = new IPEndPoint(IPAddress.Parse(remoteIP), 54889); connection[0] = driver.Connect(endpoint); Debug.Log($"C: Connecting to {endpoint}…"); ReliableMessage.Start(); }