public void Disconnect() { if(tcpServer != null) { tcpServer.Stop(); tcpServer = null; } if(tcpClient != null) { tcpClient.Stop(); tcpClient = null; } Epigene.GAME.GameManager.Instance.Event( "NETWORKLAYER", "connected", "false"); }
/// <summary> /// Connect to server to able to send message to server /// and create listener running in background for receiving messages. /// The protocol will define what type of network mode you want to use: TCP/HTTP/.. /// Return true if connected or false if not /// </summary> public bool Connect(string myIP, string gameServerIP, int serverPort, int listenerPort, Protocol type, ProcessServerFunction func) { //TODO in case of active conection Connected == true: //should we release actual connection or return with error? if(Connected) { //we are already connected, don't brake it return true; } this.myIP = myIP; this.gameServerIP = gameServerIP; this.serverPort = serverPort; this.listenerPort = listenerPort; this.type = type; this.processServerMessage = func; switch (this.type) { case Protocol.TCP: Debug.Log("Starting TCP client connection"); if(tcpClient == null) { tcpClient = new TCPClient(this.gameServerIP, this.serverPort); tcpClient.Start(); } //create only once if(tcpServer == null) { Debug.Log("Starting TCP server at "+this.myIP+":"+this.listenerPort); tcpServer = new TCPServer(this.myIP, this.listenerPort, func); tcpServer.Start(); } break; case Protocol.HTTP: http = new HTTP("http://192.168.1.104:2000"); break; // case Protocol.UDP: // break; default: Debug.LogWarning("Not implemented yet!!"); break; } if (tcpClient != null) { WebPlayerDebugManager.addOutput("Connected!", 4); Epigene.GAME.GameManager.Instance.Event( "NETWORKLAYER", "connected", "true"); } return tcpClient != null; }