void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.LoopbackIpv4; // Set an endpoint to AnyIpv4 (Grab the IP of the machine which is running on) endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); // If it doesn't bind, Log it } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); // Initialize a connection list, create a list of 16 end systems. StartCoroutine(SendHandshakeToAllClient()); }
void Start() { m_Driver = NetworkDriver.Create(); m_Connection = default(NetworkConnection); var endpoint = NetworkEndPoint.Parse(serverIP, serverPort); m_Connection = m_Driver.Connect(endpoint); otherPlayers = new Dictionary <string, GameObject>(); // Init player playerUpdateMsg = new PlayerUpdateMsg(); playerUpdateMsg.player.cubeColor = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value); yourCharacter = Instantiate(playerPrefab); yourCharacter.GetComponent <Renderer>().material.color = playerUpdateMsg.player.cubeColor; yourCharacter.AddComponent <CharacterMovement>(); playerUpdateMsg.player.cubPos = yourCharacter.transform.position; }
// these are all 7 message type events. Every Message Type has its own event that it listens to. // e.g. the setname message type is ServerCallbacks[(int)MessageHeader.MessageType.SetName)]. I can add functions to this event that need to be // invoked when I receive a message of the setname type. #endregion public void ServerStart(string ipAdress) { // Create network connection networkDriver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.LoopbackIpv4; endpoint.Port = 9000; // override if playing online if (ipAdress != "") { endpoint = NetworkEndPoint.Parse(ipAdress, 9000); } if (networkDriver.Bind(endpoint) != 0) { Debug.Log("Failed to bind port"); } else { networkDriver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); // Initialize MessageQueue and All ServerCallback Events messagesQueue = new Queue <MessageConnection>(); for (int i = 0; i < ServerCallbacks.Length; i++) { ServerCallbacks[i] = new MessageEvent(); // Instantiate all Message Type events. } // Add event listeners #region Lobby Event Listeners ServerCallbacks[(int)MessageHeader.MessageType.SetName].AddListener(HandleSetName); // this is how we would add a function to the Setname event. ServerCallbacks[(int)MessageHeader.MessageType.PlayerLeft].AddListener(HandlePlayerLeft); ServerCallbacks[(int)MessageHeader.MessageType.StartGame].AddListener(HandleStartGame); ServerCallbacks[(int)MessageHeader.MessageType.None].AddListener(HandleNone); // the optional one to keep the connection going in inactivity #endregion doneInitializing = true; }
void Start() { dataHolder = GetComponent <DataHolder>(); dataHolder.client = this; networkDriver = NetworkDriver.Create(); connection = default; if (Tools.LOCAL) { var endpoint = NetworkEndPoint.LoopbackIpv4; endpoint.Port = 9000; connection = networkDriver.Connect(endpoint); } else { var endpoint = NetworkEndPoint.Parse(Tools.IP, 9000); connection = networkDriver.Connect(endpoint); } }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); m_connectedClients = new Dictionary <string, NetworkObjects.NetworkPlayer>(); StartCoroutine(SendPositionsToClients(0.2f)); }
private Dictionary <string, NetworkObjects.NetworkPlayer> PlayersConnected = new Dictionary <string, NetworkObjects.NetworkPlayer>(); //Dictionary for all clients void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); //Easier than Ienumerator. From Assignment 1. //Send updates to clients InvokeRepeating("UpdateAllClients", 0.1f, 0.1f); }
void Start() { //*** N_Player = new List <NewPlayer>(); m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("[Server] Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); m_ClientIds = new Dictionary <NetworkConnection, string>(); UnitBase.IsRunOnServer = true; }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); //StartCoroutine(SendHandshakeToAllClient()); StartCoroutine(SendUpdateToAllClient()); }
void Start() //done { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); InvokeRepeating("SendAllClientStats", 0.1f, 0.008f); InvokeRepeating("ChangeColors", 2.0f, 1.0f); }
private float maxDistance = 45; // the furthest the player could be from a mine void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); allMinePositions = mineManager.minePositions; InvokeRepeating("SendAllInfo", 0.1f, 0.166f); InvokeRepeating("ChangeCubeColours", 0.1f, 0.166f); }
private Dictionary <string, NetworkObjects.NetworkPlayer> ConnectedPlayers = new Dictionary <string, NetworkObjects.NetworkPlayer>(); //Dictionary for all clients void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); // updates every sec 10 times InvokeRepeating("UpdatePlayerInfo", 0.1f, 0.1f); }
void Start() { DontDestroyOnLoad(this); allEvents.AssignIDs(); driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (driver.Bind(endpoint) != 0) { Debug.Log("Server | Failed to bind to port 9000"); } else { driver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } m_Driver = NetworkDriver.Create(); m_Connection = default(NetworkConnection); var endpoint = NetworkEndPoint.Parse(IP, Port); m_Connection = m_Driver.Connect(endpoint); players = new Dictionary <string, GameObject>(); }
void Start() { ushort serverPort = 9000; // Create the server driver, bind it to a port and start listening for incoming connections m_ServerDriver = NetworkDriver.Create(); var addr = NetworkEndPoint.AnyIpv4; addr.Port = serverPort; if (m_ServerDriver.Bind(addr) != 0) { Debug.Log($"Failed to bind to port {serverPort}"); } else { m_ServerDriver.Listen(); } m_connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); m_Players = new List <NetworkObjects.NetworkPlayer>(16); InvokeRepeating("serverUpdate", 0.1f, 0.1f); }
void Start() { // Create the NetworkDriver. Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (Driver.Bind(endpoint) != 0) { Debug.LogWarning("failed to bind to port 9000"); } else { Driver.Listen(); } connections = new NativeList <NetworkConnection>(2, Allocator.Persistent); ServerNumber.SetText("Server number: " + Main.Instance.CurrentServer.ServerID); Main.Instance.ServerBuild = true; }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); players = new List <NetworkObjects.NetworkPlayer>(); StartCoroutine("SendToAllPlayer"); }
void Start() { m_Driver = NetworkDriver.Create(); m_Connection = default(NetworkConnection); var endpoint = NetworkEndPoint.Parse(serverIP, serverPort); m_Connection = m_Driver.Connect(endpoint); otherPlayers = new Dictionary <string, GameObject>(); playerUpdateMsg = new PlayerUpdateMsg(); playerUpdateMsg.player.cubeColor = new Color( UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f), UnityEngine.Random.Range(0.0f, 1.0f)); playerController = Instantiate(cube); playerController.AddComponent <PlayerControls>(); playerUpdateMsg.player.cubPos = playerController.transform.position; }
public void Start() { m_Connections = new NativeList <SoakClientCtx>(1, Allocator.Persistent); m_ServerDriver = NetworkDriver.Create(new ReliableUtility.Parameters { WindowSize = 32 }); //m_Pipeline = m_ServerDriver.CreatePipeline(typeof(UnreliableSequencedPipelineStage)); m_Pipeline = m_ServerDriver.CreatePipeline(typeof(ReliableSequencedPipelineStage)); m_ReliableStageId = NetworkPipelineStageCollection.GetStageId(typeof(ReliableSequencedPipelineStage)); var addr = NetworkEndPoint.AnyIpv4; addr.Port = 9000; if (m_ServerDriver.Bind(addr) != 0) { Debug.Log("Failed to bind to port 9000"); } else { m_ServerDriver.Listen(); } }
public void CreateServerDriver(World world, out NetworkDriver driver, out NetworkPipeline unreliablePipeline, out NetworkPipeline reliablePipeline) { var reliabilityParams = new ReliableUtility.Parameters { WindowSize = 32 }; #if UNITY_EDITOR || DEVELOPMENT_BUILD var netParams = new NetworkConfigParameter { maxConnectAttempts = NetworkParameterConstants.MaxConnectAttempts, connectTimeoutMS = NetworkParameterConstants.ConnectTimeoutMS, disconnectTimeoutMS = NetworkParameterConstants.DisconnectTimeoutMS, maxFrameTimeMS = 100 }; driver = NetworkDriver.Create(netParams, reliabilityParams); #else driver = NetworkDriver.Create(reliabilityParams); #endif unreliablePipeline = driver.CreatePipeline(typeof(NullPipelineStage)); reliablePipeline = driver.CreatePipeline(typeof(ReliableSequencedPipelineStage)); }
private void Start() { InitializePacketHandlers(); driver = NetworkDriver.Create(); var endPoint = NetworkEndPoint.AnyIpv4; endPoint.Port = 9000; if (driver.Bind(endPoint) != 0) { Debug.Log($"Failed to bind to port {endPoint}"); } else { driver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); ServerSend.Initialize(driver); }
void Start() { d_Connections = new Dictionary <string, NetworkConnection>(); m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); //StartCoroutine(SendLoginWebRequest("kevin2", "test1", 0)); //StartCoroutine(SendRegisterWebRequest("kevin3", "test1", 0)); //StartCoroutine(SendHandshakeToAllClient()); //StartCoroutine(SendUpdateToAllClient()); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } cubePrefab = (GameObject)Resources.Load("Prefabs/Cube"); m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); Debug.Log("Server Started"); StartCoroutine(SendHandshakeToAllClient()); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); // repeat broadcast to all clients InvokeRepeating("SendToClient", 1, 1.0f / 60.0f); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); plMsg = new PlayerListMsg(); msgInterval = new List <float>(); InvokeRepeating("SendPosition", 1, 0.033f); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); matchedRooms.Add(1111); matchedRooms.Add(2222); matchedRooms.Add(3333); matchedRooms.Add(4444); }
float intervalOfChangeColorOfPlayers = 1f; //every 1 seconds change color of players void Start() { m_Driver = NetworkDriver.Create(); // just makes sure you are creating your driver without any parameters. var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; //Then we try to bind our driver to a specific network address and port, and if that does not fail, we call the Listen method. //Important: the call to the Listen method sets the NetworkDriver to the Listen state.This means that the NetworkDriver will now actively listen for incoming connections. if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } //Finally we create a NativeList to hold all the connections. m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); //InvokeRepeating("SendAllPlayerInfoToClinet", 0, 1.0f); }
void Start() { Debug.Log("Initialized."); loginInfo = GameObject.FindGameObjectWithTag("Login").GetComponent <Script_Login>(); if (loginInfo.serverIP.Length > 5) { if (loginInfo.serverIP == "localhost") { serverIP = "127.0.0.1"; } else { serverIP = loginInfo.serverIP; } } m_Driver = NetworkDriver.Create(); m_Connection = default(NetworkConnection); var endpoint = NetworkEndPoint.Parse(serverIP, serverPort); m_Connection = m_Driver.Connect(endpoint); }
// -- lifecycle -- private void Start() { mDriver = NetworkDriver.Create(new NetworkConfigParameter { connectTimeoutMS = 1000, maxConnectAttempts = 3, disconnectTimeoutMS = int.MaxValue, maxFrameTimeMS = 0, }); mConnection = new NativeArray <NetworkConnection>(1, Allocator.Persistent); mEvents = new NativeList <AnyEvent>(10, Allocator.Persistent); var endpoint = NetworkEndPoint.Parse(mSession.HostIp, Config.kPort); if (endpoint == default) { endpoint = NetworkEndPoint.LoopbackIpv4; endpoint.Port = Config.kPort; } mConnection[0] = mDriver.Connect(endpoint); Log.I($"Client - connecting to {endpoint.Address}"); }