protected override void OnUpdate() { // Destroy singleton to prevent system from running again EntityManager.DestroyEntity(GetSingletonEntity <InitGameComponent>()); foreach (World world in World.All) { NetworkStreamReceiveSystem network = world.GetExistingSystem <NetworkStreamReceiveSystem>(); if (world.GetExistingSystem <ClientSimulationSystemGroup>() != null) { // Client worlds automatically connect to localhost NetworkEndPoint ep = NetworkEndPoint.LoopbackIpv4; ep.Port = 7979; network.Connect(ep); } #if UNITY_EDITOR else if (world.GetExistingSystem <ServerSimulationSystemGroup>() != null) { // Server world automatically listens for connections from any host NetworkEndPoint ep = NetworkEndPoint.AnyIpv4; ep.Port = 7979; network.Listen(ep); } #endif } }
private bool ConnectToServer(NetworkStreamReceiveSystem network, string address, ushort port) { NetworkEndPoint ep = NetworkEndPoint.Parse(address, port); var connection = network.Connect(ep); Debug.Log($"ConnectToServer({ep.Address}) => {connection}"); return(connection != Entity.Null); }
protected override void OnUpdate() { EntityManager.DestroyEntity(GetSingletonEntity <Connect>()); NetworkStreamReceiveSystem network = World.GetExistingSystem <NetworkStreamReceiveSystem>(); if (network == null || World.GetExistingSystem <ClientSimulationSystemGroup>() == null) { return; } NetworkEndPoint ep = NetworkEndPoint.LoopbackIpv4; ep.Port = 21650; network.Connect(ep); Debug.Log("Connecting to LobbyWorld..."); }