void HandleReturnedMessage(int packetNum, byte[] data) { //Send the Message for the Sever back to the Unity Console int packetnum; FLI.ByteBuffer buffer = new FLI.ByteBuffer(); buffer.WriteBytes(data); packetnum = buffer.ReadInt(); String mes = buffer.ReadString(); //Send to Unity console for now Debug.Log(mes); alert.text = mes; Debug.Log("Loading..."); Thread.Sleep(1); LoginCtrl lc = new LoginCtrl(); if (mes == "Access Granted!") { lc.loadMainMenu(); } }
public void SendDataToServer(byte[] data) { //Using custom FourLeafInteractive library as a buffer FLI.ByteBuffer buffer = new FLI.ByteBuffer(); buffer.WriteBytes(data); network.myStream.Write(buffer.toArray(), 0, buffer.toArray().Length); buffer = null; }
//On Click Send to Server //Sends new Account Info to Database public void SendNewAcc() { FLI.ByteBuffer buffer = new FLI.ByteBuffer(); buffer.WriteInt(1); buffer.WriteString(username.text); buffer.WriteString(password.text); SendDataToServer(buffer.toArray()); buffer = null; }
//On click send to server //Sending Login Data to the Databse public void SendLogin() { FLI.ByteBuffer buffer = new FLI.ByteBuffer(); //Changed to second packet buffer.WriteInt(2); buffer.WriteString(userLogin.text); buffer.WriteString(passLogin.text); SendDataToServer(buffer.toArray()); setUsername(userLogin.text); buffer = null; }
public void HandleData(byte[] data) { int packetnum; FLI.ByteBuffer buffer = new FLI.ByteBuffer(); buffer.WriteBytes(data); packetnum = buffer.ReadInt(); buffer = null; if (packetnum == 0) { return; } HandleMessages(packetnum, data); }