private void JoinServer(HostData hostData) { Network.Connect (hostData); recoClient = GameObject.Find ("VoiceTranslation");; recoClient.GetComponentInChildren<UDP_RecoServer> ().StartServer (); }
private void JoinServer(HostData hostData) { #if UNITY_ANDROID //AndroidJNI.CallIntMethod (); #endif Network.Connect (hostData); }
public void RetrievePing(HostData host) { testing = true; Network.Connect(host); PingLabel.text = "--"; ip = string.Concat(host.ip); }
private void JoinServer(HostData hostData) { Debug.Log("Joining to server: "+hostData.gameName+" | "+hostData.ip[0]+":"+hostData.port.ToString()); clientState=ClientState.ClientJoin; Network.Connect(hostData); }
void OnListItemUnselected(ComboBox.ComboItem unselectedItem) { if (selectedHost == (HostData)unselectedItem.value) { selectedHost = null; } }
private void CreateClientButton(Type type, HostData hostData, int carNumber, float x, float y) { Texture2D texture; if (carNumber == 0) { texture = type == typeof(Driver) ? _textureDriverRed : _textureThrottlerRed; } else { texture = type == typeof(Driver) ? _textureDriverBlue : _textureThrottlerBlue; } if (DrawTextureButton(new Rect(x, y, ButtonWidth, ButtonHeight), texture)) { MainScript.SelfType = MainScript.PlayerType.Client; MainScript.SelfCar = new Car(carNumber); //Based on: http://stackoverflow.com/a/755 MainScript.SelfPlayer = new Player(MainScript.SelfCar, (IPlayerRole)Activator.CreateInstance(type)); MainScript.SelfPlayer.Role.Initialize(); MainScript.Client.ChooseJobWhenConnected(type.Name, carNumber); if (hostData == null) { Network.Connect(GameData.IP, GameData.PORT); } else { Network.Connect(hostData); } NetworkController.Connected = true; } }
public void SetServer(HostData data) { info = data; label.text = data.gameName; comment.text = data.comment; comment.text += data.connectedPlayers + "/" + data.playerLimit; }
void ConnectToServer(HostData hostData) { var err = Network.Connect(hostData); if (err != NetworkConnectionError.NoError) { Debug.Log(string.Format("error initializing server {0}", err)); return; } }
public void Join(HostData host) { if(!host.passwordProtected) Network.Connect(host); else{ Protected = true; select = host; } }
void HandleOnServerSelected(HostData selectedServer) { //When the "Connect" button is pressed in the MasterServerInterface behavior, this is called if(selectedServer != null) { //Join and hide the host list interface JoinServer(selectedServer); } }
private void JoinServer(HostData hostData) { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); for (int i = 0; i<players.Length; i++) { Destroy(players[i]); } Network.Connect(hostData); }
public static string getDebugName(HostData host) { string hostName = host.gameType + " " + host.gameName + " " + host.comment + " [" + host.guid + "]"; string players = "(" + host.connectedPlayers + "/" + host.playerLimit + ")"; string addresses = "{" + string.Join(":", host.ip) + ":" + host.port + "}"; string nat = "N:" + host.useNat; string password = "******" + host.passwordProtected; return string.Join(" ", new string[] {hostName, players, addresses, nat, password}); }
private void JoinServer(HostData hostData) { hostList = null; if (selectingIP) { Network.Connect (hostData.ip [0], hostData.port); } else { Network.Connect(hostData); } }
public MyHostData Start(HostData hd) { this.hd = hd; foreach (var ip in hd.ip) { var p = new Ping(ip); pp.Add(p); } return this; }
public static void Connect(HostData host) { CurrentPlayerIsHost = false; NetworkConnectionError code = Network.Connect(host); if(code == NetworkConnectionError.NoError) { Connected(); } }
void ConnectTo(HostData hostData) { // Set NAT functionality based on the host information // Network.useNat = hostData.useNat; // if (Network.useNat) // log.Add("Using Nat punchthrough to connect to host"); // else // log.Add("Connecting directly to host: " + string.Join(" ", hostData.ip)); Network.Connect(hostData.ip, hostData.port); Application.LoadLevel(Networking.STARTING_LEVEL); }
void ConnectToServer(HostData server, string password) { last_tried_server_ = server; game_name_ = server.gameName; SetState(State.JOINING); NetworkConnectionError err = Network.Connect(server, password); if(err != NetworkConnectionError.NoError){ display_err_ = ""+err; SetState(State.JOIN_FAIL); } }
//Shows a single row of valid server. void connectionRow(HostData host) { GUILayout.BeginHorizontal(); GUILayout.Label(host.gameName + " (" + host.connectedPlayers + " / " + host.playerLimit + ")"); GUILayout.Label(host.comment); if (GUILayout.Button("Connect", GUILayout.MaxWidth(Screen.width/10))) { Network.Connect(host); //Uses unitys server connection protocal } GUILayout.EndHorizontal(); }
void OnGUI(){ if(hostData != null){ for (int i = 0; i<hostData.Length; i++) { if(GUI.Button(new Rect(Screen.width/2 - buttonWidth/2, 100+(buttonHeight*i), buttonWidth, buttonHeight), hostData[i].gameName)){ hostGame = hostData[i]; Application.LoadLevel(int.Parse(hostGame.comment)); //Network.Connect(hostData[i]); } } } }
/* * @brief Connects to a specified server * @param * @return void */ public void ConnectWithServer(HostData hostToConnect) { if(hostToConnect != null) { Network.Connect(hostToConnect); } else { Network.Connect(connectToIP, networkConnectPort); } }
public static void ConnectToServer(HostData server) { if (server != null) { Network.Connect(server); } else { Debug.LogError("Missing Host Data"); } }
public void JoinGame(HostData hd) { //Network.Connect(hd); //Debug.Log("Turning off SetSendingEnabled"); //Network.SetSendingEnabled(0, false); //Debug.Log("Turning off isMessageQueueRunning"); //Network.isMessageQueueRunning = false; //Debug.Log("Loading main level"); locHD = hd; Application.LoadLevel(2); }
/// <summary> /// <para>Connect to the host represented by a HostData structure returned by the Master Server.</para> /// </summary> /// <param name="hostData"></param> /// <param name="password"></param> public static NetworkConnectionError Connect(HostData hostData, [DefaultValue("\"\"")] string password) { if (hostData == null) { throw new NullReferenceException(); } if (hostData.guid.Length > 0 && hostData.useNat) { return(Network.Connect(hostData.guid, password)); } return(Network.Connect(hostData.ip, hostData.port, password)); }
private void JoinServer(HostData hostData) { Debug.Log ("joining server: "); Network.Connect(hostData); foreach (var host in hostData.ip) { Debug.Log (host + ":" + hostData.port + " " ); } //saves the meteor DB url GameObject.Find ("GameManager").GetComponent<ClientInitialization> ().setMeteorURL (hostData.ip [0]); GameObject.Find ("ChooseSessionCanvas").SetActive (false); }
static bool Network_Connect__HostData(JSVCall vc, int argc) { int len = argc; if (len == 1) { UnityEngine.HostData arg0 = (UnityEngine.HostData)JSMgr.datax.getObject((int)JSApi.GetType.Arg); JSApi.setEnum((int)JSApi.SetType.Rval, (int)UnityEngine.Network.Connect(arg0)); } return(true); }
public static NetworkConnectionError Connect(HostData hostData, [DefaultValue("\"\"")] string password) { if (hostData == null) { throw new NullReferenceException(); } if ((hostData.guid.Length > 0) && hostData.useNat) { return Connect(hostData.guid, password); } return Connect(hostData.ip, hostData.port, password); }
static bool Network_Connect__HostData__String(JSVCall vc, int argc) { int len = argc; if (len == 2) { UnityEngine.HostData arg0 = (UnityEngine.HostData)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.String arg1 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); JSApi.setEnum((int)JSApi.SetType.Rval, (int)UnityEngine.Network.Connect(arg0, arg1)); } return(true); }
public NetworkConnectionError ConnectToHostIndex( int _index ) { if ( _index < 0 || _index >= this.gameHosts.Length ) { DebugConsole.Error( "Index out of range: " + _index, this ); return NetworkConnectionError.ConnectionFailed; } this.connectionHost = this.gameHosts[ _index ]; this.gameName = this.connectionHost.gameName; this.gameComment = this.connectionHost.comment; return this.Connect( this.connectionHost.ip[0], this.connectionHost.port, "" ); }
public ServerData(HostData hostData) { this.ParseServerDataSeparatedString(hostData.comment); /* * / // We could also overwrite it with this, by why... this.guid = hostData.guid; this.serverName = WWW.UnEscapeURL(hostData.gameName); this.pwProtected = hostData.passwordProtected; this.connectedPlayers = hostData.connectedPlayers; this.playerLimit = hostData.playerLimit; /* */ }
public void JoinRoom(HostData hostData) { roomToJoin = hostData; int i = 1; roomToJoinIP = roomToJoin.ip[0]; while (i < roomToJoin.ip.Length) { roomToJoinIP += "." + roomToJoin.ip[i]; i++; } //Debug.Log("Room IP: " + roomToJoinIP); JoinedRoomFlag = 0; // Set joining status MasterServer.RequestHostList(GameName); //Network.Connect(hostData); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { if (UnitZ.chatLog != null) UnitZ.chatLog.Clear (); UnitZ.gameManager.ClearNetworkGameObject (); UnitZ.gameManager.IsPlaying = false; if (Application.loadedLevelName != PlayerPrefs.GetString ("landingpage")) { Application.LoadLevel (PlayerPrefs.GetString ("landingpage")); GameObject.Destroy (this.gameObject); } ServerSelected = null; isConnecting = false; Debug.Log ("Disconnected from server!"); }
public void StartServer(string gameName) { ConnectedPlayers = new List<NetworkPlayer>(); MasterServer.ipAddress = "127.0.0.1"; MasterServer.port = 23466; Network.natFacilitatorIP = "127.0.0.1"; Network.natFacilitatorPort = 50005; bool useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); CurrentHost = new HostData() { gameName = gameName }; MasterServer.RegisterHost(GameName, gameName); PlayersCount = 0; }
void Start() { GameToJoin = null; _bgRect = new Rect(0, 0, Screen.width, Screen.height); // Rectangles pour les boutons _startBtnRect = new Rect( Screen.width - 250, Screen.height / 2 - 35, 200, 50); _joinBtnRect = new Rect( Screen.width - 250, Screen.height / 2 + 35, 200, 50); _cacheRect = new Rect(0, 0, 200, 50); }
public static NetworkConnectionError Connect(HostData hostData, string password) { throw new NotSupportedException("The legacy networking system has been removed in Unity 2018.2. Use Unity Multiplayer and NetworkIdentity instead."); }
public static NetworkConnectionError Connect(HostData hostData) { string password = ""; return(Network.Connect(hostData, password)); }
public static NetworkConnectionError Connect(HostData hostData) { string password = string.Empty; return(Connect(hostData, password)); }
public static NetworkConnectionError Connect(HostData hostData) { string empty = string.Empty; return(Network.Connect(hostData, empty)); }