Exemple #1
0
    public static void Enviar_Mensagem_Network(string Code, string Message)
    {
        SendStructure sendStructure = new SendStructure(Code, Message);

        MemoryStream memStream = new MemoryStream();
        IFormatter   formatter = new BinaryFormatter();

        formatter.Serialize(memStream, sendStructure);

        //Array data to send over network
        byte[] serializedStructure = memStream.ToArray();

        //m_Writer.SeekZero();
        //m_Writer.Write(m_NetworkMessage);
        byte error;

        for (int i = 0; i < m_ConnectionIds.Count; ++i)
        {
            NetworkTransport.Send(m_HostId,
                                  m_ConnectionIds[i], 0, serializedStructure, serializedStructure.Length, out error);
            if ((NetworkError)error != NetworkError.Ok)
            {
                Debug.Log("Failed to send message");
            }
        }
    }
Exemple #2
0
    void OnGUI()
    {
        if (string.IsNullOrEmpty(Application.cloudProjectId))
        {
            GUILayout.Label("You must set up the project first. See the Multiplayer tab in the Service Window");
        }
        else
        {
            GUILayout.Label("Cloud Project ID: " + Application.cloudProjectId);
        }

        if (m_MatchJoined)
        {
            GUILayout.Label("Match joined '" + m_MatchName + "' on Matchmaker server");
        }
        else if (m_MatchCreated)
        {
            GUILayout.Label("Match '" + m_MatchName + "' created on Matchmaker server");
        }

        GUILayout.Label("Connection Established: " + m_ConnectionEstablished);

        if (m_MatchCreated || m_MatchJoined)
        {
            GUILayout.Label("Relay Server: " + m_MatchInfo.address + ":" + m_MatchInfo.port);
            GUILayout.Label("NetworkID: " + m_MatchInfo.networkId + " NodeID: " + m_MatchInfo.nodeId);
            GUILayout.BeginHorizontal();
            GUILayout.Label("Outgoing message:");
            m_NetworkMessage = GUILayout.TextField(m_NetworkMessage);
            GUILayout.EndHorizontal();
            GUILayout.Label("Last incoming message: " + m_LastReceivedMessage);

            if (m_ConnectionEstablished && GUILayout.Button("Send message"))
            {
                SendStructure sendStructure = new SendStructure("enviar_mensagem", "Conteudo da Mensagem");

                MemoryStream memStream = new MemoryStream();
                IFormatter   formatter = new BinaryFormatter();
                formatter.Serialize(memStream, sendStructure);

                //Array data to send over network
                byte[] serializedStructure = memStream.ToArray();

                //m_Writer.SeekZero();
                //m_Writer.Write(m_NetworkMessage);
                byte error;
                for (int i = 0; i < m_ConnectionIds.Count; ++i)
                {
                    NetworkTransport.Send(m_HostId,
                                          m_ConnectionIds[i], 0, serializedStructure, serializedStructure.Length, out error);
                    if ((NetworkError)error != NetworkError.Ok)
                    {
                        Debug.LogError("Failed to send message: " + (NetworkError)error);
                    }
                }
            }

            if (GUILayout.Button("Shutdown"))
            {
                m_NetworkMatch.DropConnection(m_MatchInfo.networkId,
                                              m_MatchInfo.nodeId, 0, OnConnectionDropped);
            }
        }
        else
        {
            if (GUILayout.Button("Create Room"))
            {
                m_NetworkMatch.CreateMatch(m_MatchName, 4, true, "", "", "", 0, 0, OnMatchCreate);
            }

            if (GUILayout.Button("Join first found match"))
            {
                m_NetworkMatch.ListMatches(0, 1, "", true, 0, 0, (success, info, matches) =>
                {
                    if (success && matches.Count > 0)
                    {
                        m_NetworkMatch.JoinMatch(matches[0].networkId, "", "", "", 0, 0, OnMatchJoined);
                    }
                });
            }

            if (GUILayout.Button("List rooms"))
            {
                m_NetworkMatch.ListMatches(0, 20, "", true, 0, 0, OnMatchList);
            }

            if (m_MatchList.Count > 0)
            {
                GUILayout.Label("Current rooms:");
            }
            foreach (var match in m_MatchList)
            {
                if (GUILayout.Button(match.name))
                {
                    m_NetworkMatch.JoinMatch(match.networkId, "", "", "", 0, 0, OnMatchJoined);
                }
            }
        }
    }
Exemple #3
0
    void Update()
    {
        if (m_HostId == -1)
        {
            return;
        }

        var  networkEvent = NetworkEventType.Nothing;
        int  connectionId;
        int  channelId;
        int  receivedSize;
        byte error;

        // Get events from the relay connection
        networkEvent = NetworkTransport.ReceiveRelayEventFromHost(m_HostId, out error);
        if (networkEvent == NetworkEventType.ConnectEvent)
        {
            Debug.Log("Relay server connected");
        }
        if (networkEvent == NetworkEventType.DisconnectEvent)
        {
            Debug.Log("Relay server disconnected");
        }

        do
        {
            // Get events from the server/client game connection
            networkEvent = NetworkTransport.ReceiveFromHost(m_HostId, out connectionId, out channelId,
                                                            m_ReceiveBuffer, (int)m_ReceiveBuffer.Length, out receivedSize, out error);
            if ((NetworkError)error != NetworkError.Ok)
            {
                Debug.LogError("Error while receiveing network message: " + (NetworkError)error);
            }

            switch (networkEvent)
            {
            case NetworkEventType.ConnectEvent:
            {
                Debug.Log("Connected through relay, ConnectionID:" + connectionId +
                          " ChannelID:" + channelId);
                m_ConnectionEstablished = true;
                m_ConnectionIds.Add(connectionId);
                break;
            }

            case NetworkEventType.DataEvent:
            {
                Debug.Log("Data event, ConnectionID:" + connectionId +
                          " ChannelID: " + channelId +
                          " Received Size: " + receivedSize);
                m_Reader = new NetworkReader(m_ReceiveBuffer);

                //De-Serialize recevied byte array into memory
                MemoryStream stream    = new MemoryStream(m_ReceiveBuffer, 0, receivedSize);
                IFormatter   formatter = new BinaryFormatter();
                stream.Seek(0, SeekOrigin.Begin);

                //Received data now stored as SendStructure
                SendStructure receivedStructure = formatter.Deserialize(stream) as SendStructure;

                //m_LastReceivedMessage = m_Reader.ReadString();
                m_LastReceivedMessage = receivedStructure.Message + " " + receivedStructure.Code;

                break;
            }

            case NetworkEventType.DisconnectEvent:
            {
                Debug.Log("Connection disconnected, ConnectionID:" + connectionId);
                break;
            }

            case NetworkEventType.Nothing:
                break;
            }
        } while (networkEvent != NetworkEventType.Nothing);
    }
Exemple #4
0
    void Receber_Inf()
    {
        if (m_HostId == -1)
        {
            return;
        }

        var  networkEvent = NetworkEventType.Nothing;
        int  connectionId;
        int  channelId;
        int  receivedSize;
        byte error;

        // Get events from the relay connection
        networkEvent = NetworkTransport.ReceiveRelayEventFromHost(m_HostId, out error);
        if (networkEvent == NetworkEventType.ConnectEvent)
        {
            Debug.Log("Relay server connected");
        }

        if (networkEvent == NetworkEventType.DisconnectEvent)
        {
            Debug.Log("Relay server disconnected");
        }

        do
        {
            // Get events from the server/client game connection
            networkEvent = NetworkTransport.ReceiveFromHost(m_HostId, out connectionId, out channelId,
                                                            m_ReceiveBuffer, (int)m_ReceiveBuffer.Length, out receivedSize, out error);
            if ((NetworkError)error != NetworkError.Ok)
            {
                Debug.Log("Error while receiveing network message");
            }

            switch (networkEvent)
            {
            case NetworkEventType.ConnectEvent:
            {
                Debug.Log("Connected through relay, ConnectionID:" + connectionId +
                          " ChannelID:" + channelId);

                SceneManager.LoadScene("game");

                m_ConnectionEstablished = true;
                m_ConnectionIds.Add(connectionId);
                break;
            }

            case NetworkEventType.DataEvent:
            {
                Debug.Log("Data event, ConnectionID:" + connectionId +
                          " ChannelID: " + channelId +
                          " Received Size: " + receivedSize);
                //m_Reader = new NetworkReader(m_ReceiveBuffer);
                //m_LastReceivedMessage = m_Reader.ReadString();

                //De-Serialize recevied byte array into memory
                MemoryStream stream    = new MemoryStream(m_ReceiveBuffer, 0, receivedSize);
                IFormatter   formatter = new BinaryFormatter();
                stream.Seek(0, SeekOrigin.Begin);

                //Received data now stored as SendStructure
                SendStructure receivedStructure = formatter.Deserialize(stream) as SendStructure;

                if (receivedStructure.Code == "enviar_mensagem_chat")
                {
                    GameObject.Find("fala_2_text").GetComponent <Text> ().text = receivedStructure.Message.ToString().Replace("\"", "");
                }


                if (receivedStructure.Code == "escrevendo_mensagem_chat")
                {
                    inicio.Efeito_Escrevendo_Start();
                }

                if (receivedStructure.Code == "destribuir_pedras_oponente")
                {
                    inicio.Destribuir_Pedras_Oponente(receivedStructure.Message);
                }

                if (receivedStructure.Code == "enviar_retirar_opositor_cova_dados")
                {
                    inicio.Enviar_Retirar_Opositor_Cova_Dados(receivedStructure.Message);
                }

                if (receivedStructure.Code == "partilhar_nome")
                {
                    GameObject.Find("Jogador_2_Nome").GetComponent <Text> ().text = receivedStructure.Message;
                }

                if (receivedStructure.Code == "oponente_saiu")
                {
                    GameObject Quem_Somos = Instantiate(Resources.Load("Oponente_Saiu")) as GameObject;;
                    Quem_Somos.transform.SetParent(GameObject.Find("Canvas").transform);
                    Quem_Somos.transform.localPosition = Vector3.zero;
                    Quem_Somos.transform.localScale    = Vector3.one;
                }



                break;
            }

            case NetworkEventType.DisconnectEvent:
            {
                Debug.Log("Connection disconnected, ConnectionID:" + connectionId);
                break;
            }

            case NetworkEventType.Nothing:
                break;
            }
        } while (networkEvent != NetworkEventType.Nothing);
    }