//private List<NetworkConnection> m_Connections;

            public UnreliableServer()
            {
                m_Driver = new BasicNetworkDriver <IPCSocket>(new NetworkDataStreamParameter
                {
                    size = NetworkParameterConstants.MTU
                });
            }
Exemple #2
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        ///<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();
        }