public int GetConnectionId() { /*if(!Networking.isServer) * { * * }*/ return(LobbyConnector.ConvertPlayerToConnection(this)); }
public void OpenNewLobby() { // Setup the networker LobbyInfo thisLobby = new LobbyInfo(); thisLobby.connectedClients = 1; thisLobby.maxClients = 1000; thisLobby.port = 8081; thisLobby.name = "MMO Duel Simulation"; LobbyConnector.HostLobby(thisLobby); }
private void OnGUI() { if (isConnecting) { if (GUILayout.Button("Cancel Connection")) { this.isConnected = false; this.isConnecting = false; LobbyConnector.CancelConnection(); } } else if (isConnected) { if (GUILayout.Button("Disconnect")) { LobbyConnector.Disconnect(); } } else { if (GUILayout.Button("Start Host")) { this.isConnecting = true; LobbyInfo thisLobby = new LobbyInfo(); thisLobby.ip = "localhost"; thisLobby.port = 8080; thisLobby.isServer = false; LobbyConnector.HostLobby(thisLobby); } if (GUILayout.Button("Start Dedicated Server")) { this.isConnecting = true; LobbyInfo thisLobby = new LobbyInfo(); thisLobby.ip = "localhost"; thisLobby.port = 8080; thisLobby.isServer = true; LobbyConnector.HostLobby(thisLobby); } if (GUILayout.Button("Connect To Host")) { this.isConnecting = true; LobbyConnector.ConnectToLobby(textFieldString); } textFieldString = GUI.TextField(new Rect(0, 100, 100, 20), textFieldString); } }
// Use this for initialization void Start() { print("Setting ttrget fps"); if (UnityEngine.SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null) { QualitySettings.vSyncCount = 0; Application.targetFrameRate = 30; } NetworkingConfig cfg = new NetworkingConfig(); cfg.isServer = false; cfg.isMatchmaker = false; cfg.simulatedLatency = 100; LobbyConnector.Init(cfg); NetworkEvents.onLobbyJoined += OnLobbyJoined; NetworkEvents.onDisconnect += OnLobbyDisconnected; NetworkEvents.onPlayerConnected += OnPlayerConnected; }
public void ConnectToHost() { LobbyConnector.ConnectToLobby("localhost:8081"); }
public static void ProcessRecieve() { while (true) { int recHostId; int connectionId; int channelId; byte[] recBuffer = new byte[1024]; int bufferSize = 1024; int dataSize; byte error; NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error); //if (recData != NetworkEventType.Nothing) Debug.Log("Recieve : " + recData); switch (recData) { case NetworkEventType.Nothing: return; case NetworkEventType.ConnectEvent: { if (LobbyConnector.connectionId == connectionId) { //my connect request was approved Debug.Log("On connect socces!!!"); LobbyConnector.OnConnectSuccess(); } else { // another user connected Debug.Log("On Player Joined"); LobbyConnector.OnPlayerJoined(connectionId); } break; }; case NetworkEventType.DataEvent: { //DispersePacket(new MemoryStream(recBuffer));3 if (LobbyConnector.isServer) { foreach (int connection in LobbyConnector.connectedClients) { if (connection != connectionId) { SocketSender.SendPacket(new System.IO.MemoryStream(recBuffer, 0, recBuffer.Length, false, true), connection); } } LitePacket.executingClient = LobbyConnector.connectionToPlayer[connectionId]; Networking.localPacketPlayer = Networking.GetPlayer(LitePacket.executingClient); } LiteNetworkingGenerated.PacketReader.ReadPacket(new System.IO.MemoryStream(recBuffer, 0, recBuffer.Length, false, true)); break; }; case NetworkEventType.DisconnectEvent: { if (LobbyConnector.connectionId == connectionId) { // cant connect to server } else { // someone disconnected LobbyConnector.OnPlayerDisconnect(connectionId); } break; } case NetworkEventType.BroadcastEvent: break; } } }