Exemple #1
0
 private IEnumerator WaitForServerResponse()
 {
     while (!handShakeSuccessful.HasValue)
     {
         handshakeTimeoutWait -= Time.deltaTime;
         if (handshakeTimeoutWait < 0)
         {
             break;
         }
         yield return(null);
     }
     if (handShakeSuccessful.HasValue)
     {
         if ((bool)handShakeSuccessful)
         {
             Data.CHARACTER_ON_LOGIN = characterEntering;
             loginServerConnection.SendDisconnectPacket();
             SceneManager.LoadScene("test", LoadSceneMode.Single);
             //load world instantly
         }
         else
         {
             Debug.Log("Received response but couldn't authenticate you with login server");
             //make status box with message saying something messed up
         }
     }
     else
     {
         genericBoxHandler.DestroyMessageOnlyStatusBox();
         statusBoxHandler.InstantiatePrefab(MenuPrefabs.StatusBox, "Connection to server timed out");
     }
 }
Exemple #2
0
 private IEnumerator WaitForServerResponse()
 {
     while (!handShakeSuccessful.HasValue)
     {
         countDown -= Time.deltaTime;
         if (countDown < 0)
         {
             break;
         }
         yield return(null);
     }
     countDown = TIMEOUT_DURATION; //reset coutdown;
     if (handShakeSuccessful.HasValue)
     {
         if ((bool)handShakeSuccessful)
         {
             Debug.Log("Load World");
             SceneManager.LoadScene("test", LoadSceneMode.Single);
             //load world instantly
         }
         else
         {
             Debug.Log("Received response but couldn't authenticate you with login server");
             //make status box with message saying something messed up
         }
     }
     else
     {
         genericBoxHandler.DestroyMessageOnlyStatusBox();
         statusBoxHandler.InstantiatePrefab(MenuPrefabs.StatusBox, "Connection to server timed out");
     }
 }
Exemple #3
0
    //split this up into two methods, one for registering and one for logging in
    public void SubmitAccount(string findUser, string findPass, MenuLink ml, bool registering)
    {
        GameObject passwordGameObj = GameObject.Find(findPass);
        InputField passwordInput   = passwordGameObj.GetComponent <InputField>();

        GameObject userGameObj   = GameObject.Find(findUser);
        InputField usernameInput = userGameObj.GetComponent <InputField>();

        string password = passwordInput.text;
        string userName = usernameInput.text;

        //problem with this line as registering shouldn't go into CharacterMenu
        statusBoxHandler.InstantiatePrefab(Menus.CharacterMenu, MenuPrefabs.StatusBox);

        try
        {
            CheckInputs(userName, password);
            AccountPacket ap   = new AccountPacket();
            byte[]        data = ap.GetDataBytes(userName, password);


            SubPacket subPacket = new SubPacket(registering, (ushort)userName.Length, (ushort)password.Length, 0, 0, data, SubPacketTypes.Account);

            BasePacket packetToSend = BasePacket.CreatePacket(subPacket, false, false);
            Utils.SetAccountName(userName);
            packetProcessor = GameObject.FindGameObjectWithTag("PacketProcessor").GetComponent <PacketProcessor>();
            packetProcessor.LoginOrRegister(packetToSend);
        }
        catch (AccountException e)
        {
            StatusBoxHandler.statusText   = e.Message;
            StatusBoxHandler.readyToClose = true;
        }
    }