Exemple #1
0
    //We will only call this method on the server and provide it the game name and time
    //We don't provide the game name in StartConnection because the client won't have it and
    //both the client and server use StartConnection
    public void Send(float floatTime, string gameName)
    {
        //All our values need to be string to be able to be serialized
        string stringTime = floatTime.ToString();

        //We need to create our destination endpoint
        //It will be at the provided broadcast IP address and port
        IPEndPoint sendToEndpoint = new IPEndPoint(IPAddress.Parse(sendToIp), sendOrReceivePort);

        //We create a new ServerInfoObject which we will use to store our data
        ServerInfoObject thisServerInfoObject = new ServerInfoObject();

        //We populate our ServerInfoObject with data
        thisServerInfoObject.gameName  = gameName;
        thisServerInfoObject.ipAddress = m_MyIp.ToString();
        thisServerInfoObject.timeStamp = stringTime;

        //Then we turn it into JSON
        string json = JsonUtility.ToJson(thisServerInfoObject);

        //Then we create a sendBytes array the size of the bytes of the JSON
        Byte[] sendBytes = Encoding.UTF8.GetBytes(json);
        //We then call send method on udpClient to send our byte array
        udpClient.Send(sendBytes, sendBytes.Length, sendToEndpoint);
    }
Exemple #2
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    //This is another method the client will call to grab all the messages that have been received by listening
    public ServerInfoObject[] getMessages()
    {
        //We created an array of pending messages
        string[] pendingMessages = new string[0];
        //We create an array where we will store our ServerInfoObjects (how we store the JSON)
        ServerInfoObject[] pendingServerInfos = new ServerInfoObject[0];
        //While we get this done we need to lock the Queue
        lock (incomingQueue)
        {
            //We set our pending messages the length of our queue of byte stream
            pendingMessages = new string[incomingQueue.Count];
            //We set our pending server infos the length of our queue of byte stream
            pendingServerInfos = new ServerInfoObject[incomingQueue.Count];

            //We will go through all our messages and update to get an array of ServerInfoObjects
            int i = 0;
            while (incomingQueue.Count != 0)
            {
                //We start moving data from the queue to our pending messages
                pendingMessages[i] = incomingQueue.Dequeue();
                //We then take our pending message
                string jsonObject = pendingMessages[i];
                //And use FromJson to create our array of ServerInfoObjects
                pendingServerInfos[i] = JsonUtility.FromJson <ServerInfoObject>(jsonObject);
                i++;
            }
        }
        //We return an array of ServerInfoObjects to the client that called this method
        return(pendingServerInfos);
    }
Exemple #3
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 public void LoadJoinScreenForSelectedServer(ServerInfoObject localGame)
 {
     m_GameName      = this.Q <Label>("game-name");
     m_GameIp        = this.Q <Label>("game-ip");
     m_GameName.text = localGame.gameName;
     m_GameIp.text   = localGame.ipAddress;
 }
    void ClickedJoinGame(ServerInfoObject localGame)
    {
        //We query our JoinGameScreen cVE and call a new function LoadJoinScreenForSelectedServer and pass our GameObject
        //This is an example of clicking a list item and passing through data to a new function with that click
        //You will see in our JoinGameScreen cVE that we use this data to fill labels in the view
        m_titleScreenManagerClass.Q <JoinGameScreen>("JoinGameScreen").LoadJoinScreenForSelectedServer(localGame);

        //We then call EnableJoinScreen on our TitleScreenManager cVE (which displays JoinGameScreen)
        m_titleScreenManagerClass.EnableJoinScreen();
    }
    void ReceivedServerInfo(ServerInfoObject serverInfo)
    {
        //Filter to see if this ServerInfoObject matches with previous broadcasts
        //We will start by thinking that it does not exist
        bool ipExists = false;

        foreach (ServerInfoObject discoveredInfo in discoveredServerInfoObjects)
        {
            //Check if this discovered ip address is already known
            if (serverInfo.ipAddress == discoveredInfo.ipAddress)
            {
                ipExists = true;

                //If a ServerInfoObject with this IP address has been discovered, when did we hear about it?
                float receivedTime = float.Parse(serverInfo.timeStamp);
                //What about this broadcast?
                float storedTime = float.Parse(discoveredInfo.timeStamp);

                //We will update to the latest information from the IP address that has been broadcast
                //The host might have quit and started a new game and we want to display the latest info
                if (receivedTime > storedTime)
                {
                    //Set the data to the new data
                    discoveredInfo.gameName  = serverInfo.gameName;
                    discoveredInfo.timeStamp = serverInfo.timeStamp;

                    //Now we need to update the table
                    m_ListView.Refresh();
                }
            }
        }
        //If the ip didn't already exist, add it to the known list
        if (!ipExists)
        {
            //We add it to the list
            discoveredServerInfoObjects.Add(serverInfo);
            //We refresh our list to display the new data
            m_ListView.Refresh();
        }
    }