Esempio n. 1
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        Debug.Log("MasterServerEvent");


        // Si el servidor se registra bien... cargamos la escena de looby
        if (msEvent == MasterServerEvent.RegistrationSucceeded)
        {
            LaunchServer();
        }
        else if (msEvent == MasterServerEvent.HostListReceived)
        {
            hostList = MasterServer.PollHostList();

            if (hostList.Length > 0)
            {
                for (int i = 0; i < hostList.Length; i++)
                {
                    if (hostList[i].connectedPlayers < hostList[i].playerLimit)
                    {
                        JoinServer(hostList[i]);

                        return;
                    }
                }
            }

            Debug.Log("No se han encontrado partidas");
            panelNoPartidasEncontradas.SetActive(true);
            panelSpinner.SetActive(false);

            MasterServer.ClearHostList();
        }
    }
Esempio n. 2
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         hostList = MasterServer.PollHostList();
     }
 }
	void OnMasterServerEvent(MasterServerEvent e)
	{
		if (e == MasterServerEvent.RegistrationSucceeded)
			Debug.Log("RegistrationSucceeded");
		else if (e == MasterServerEvent.HostListReceived)
			hostDatas = MasterServer.PollHostList();
	}
    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        bool trying_client = false;

        if (msEvent == MasterServerEvent.HostListReceived)
        {
            Debug.Log("Master Server List Received");
            hostList.Clear();
            hostList.AddRange(MasterServer.PollHostList());

            foreach (HostData hd in hostList)
            {
                if (hd.connectedPlayers < hd.playerLimit)
                {
                    Debug.Log("Connecting to Server...");
                    Network.Connect(hd);
                    trying_client = true;
                }
            }

            if (Network.peerType == NetworkPeerType.Disconnected && !trying_client)
            {
                Debug.Log("Initializing Server");
                Network.InitializeServer(numberOfPlayers, connectionPort, !Network.HavePublicAddress());
                MasterServer.RegisterHost(typeName, gameName);
            }
        }
    }
Esempio n. 5
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 void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     if (masterServerEvent == MasterServerEvent.RegistrationSucceeded)
     {
         //Debug.Log ("Registration successful.");
     }
 }
Esempio n. 6
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         chatQueue.Enqueue("Server has been registered on master server");
     }
 }
Esempio n. 7
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 private void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (GenClass != null)
     {
         GenClass.OnMasterServerEvent(msEvent);
     }
 }
Esempio n. 8
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         //hostList = MasterServer.PollHostList();
     }
 }
Esempio n. 9
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         return;
     }
 }
Esempio n. 10
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    void OnMasterServerEvent(MasterServerEvent server_event)
    {
        if (server_event == MasterServerEvent.HostListReceived)
        {
            var builder = GetComponent <GameBuilder>();

            var all_hosts = MasterServer.PollHostList();

            hosts_found_ = from host in all_hosts
                           where host.connectedPlayers < host.playerLimit && host.comment == "open"
                           select host.gameName.Split(';');

            if (EventGameFound != null)
            {
                HashSet <int> modes = new HashSet <int>();

                foreach (var host in hosts_found_)
                {
                    modes.Add(int.Parse(host[1]));
                }

                EventGameFound(this, modes);
            }
        }
        else
        {
            Debug.LogError("No server!");
        }
    }
Esempio n. 11
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    void OnMasterServerEvent(MasterServerEvent server_event)
    {
        switch (server_event)
        {
        case MasterServerEvent.RegistrationSucceeded:

            if (!Registered)
            {
                Debug.Log("Registration successful");

                Registered = true;

                NotifyRegistrationSucceeded();
            }

            break;

        case MasterServerEvent.RegistrationFailedNoServer:

            NotifyErrorOccurred("The server is unreachable.");
            break;

        case MasterServerEvent.RegistrationFailedGameType:
        case MasterServerEvent.RegistrationFailedGameName:

            NotifyErrorOccurred("Could not create the game.");
            break;

        default:

            //Nothing to do here
            break;
        }
    }
Esempio n. 12
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        /// <summary>
        /// some event notification from master server
        /// </summary>
        /// <param name="ev">Ev.</param>
        public void OnMasterServerEvent(MasterServerEvent ev)
        {
            switch (ev)
            {
            case MasterServerEvent.RegistrationSucceeded:
            {
                break;
            }

            case MasterServerEvent.RegistrationFailedNoServer:
            {
                break;
            }

            case MasterServerEvent.RegistrationFailedGameType:
            {
                break;
            }

            case MasterServerEvent.RegistrationFailedGameName:
            {
                break;
            }

            case MasterServerEvent.HostListReceived:
            {
                CompleteBlock(MasterServer.PollHostList());
                break;
            }

            default:
                break;
            }
        }
Esempio n. 13
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded)
     {
         print("registered server");
     }
 }
Esempio n. 14
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.HostListReceived)
        {
            hostList = MasterServer.PollHostList();
        }

        if (!Network.isClient && !Network.isServer)
        {
            if (hostList != null)
            {
                foreach (Transform child in chooseSessionCanvas.transform)
                {
                    Destroy(child.gameObject);
                }
                for (int i = 0; i < hostList.Length; i++)
                {
                    GameObject SessionButton = Instantiate(chooseSessionButton) as GameObject;
                    SessionButton.transform.parent = chooseSessionCanvas.transform;

                    Debug.Log("hostList[i].gameName: " + hostList[i].gameName);
                    SessionButton.transform.FindChild("Text").gameObject.GetComponent <Text> ().text = hostList[i].gameName;                                    //the random name of the session is the new button
                    Debug.Log("hostList[i].gameName: " + hostList[i].gameName);
                    HostData tempHost = hostList[i];
                    SessionButton.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(() => JoinServer(tempHost));                                       //fetch server's IP info on click
                }
            }
        }
    }
Esempio n. 15
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         print("Registered Server");
     }
 }
Esempio n. 16
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    void OnMasterServerEvent(MasterServerEvent mse)
    {
        switch (mse)
        {
        case MasterServerEvent.HostListReceived:
            DebugConsole.Log("NetworkServer.OnMasterServerEvent( mse ): HostListReceived");
            break;

        case MasterServerEvent.RegistrationFailedGameName:
            DebugConsole.LogError("NetworkServer.OnMasterServerEvent( mse ): RegistrationFailedGameName");
            break;

        case MasterServerEvent.RegistrationFailedGameType:
            DebugConsole.LogError("NetworkServer.OnMasterServerEvent( mse ): RegistrationFailedGameType");
            break;

        case MasterServerEvent.RegistrationFailedNoServer:
            DebugConsole.LogError("NetworkServer.OnMasterServerEvent( mse ): RegistrationFailedNoServer");
            break;

        case MasterServerEvent.RegistrationSucceeded:
            DebugConsole.Log("NetworkServer.OnMasterServerEvent( mse ): RegistrationSucceeded");
            //NetworkViewID viewID = Network.AllocateViewID();
            //DebugConsole.Log( "ViewID:" + networkView.viewID );
            //DebugConsole.Log( "group:" + networkView.group );
            //DebugConsole.Log("Sending spawnbox from server.");
            //networkView.RPC( "SpawnBox", RPCMode.AllBuffered, viewID, transform.position);
            break;

        default:
            break;
        }
    }
Esempio n. 17
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Registered server");
     }
     else if (mse == MasterServerEvent.RegistrationFailedGameName)
     {
         Debug.Log("Failed Game Name");
         createGameMessage = "ERROR: try a different game name";
         waitForPlayer     = false;
     }
     else if (mse == MasterServerEvent.RegistrationFailedGameType)
     {
         Debug.Log("Failed Game Type");
         createGameMessage = "ERROR: game type";
         waitForPlayer     = false;
     }
     else if (mse == MasterServerEvent.RegistrationFailedNoServer)
     {
         Debug.Log("Failed No Server");
         createGameMessage = "ERROR: Couldn't initialize server";
         waitForPlayer     = false;
     }
 }
 void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     if (masterServerEvent == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Regestraition Succes");
     }
 }
Esempio n. 19
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if(mse == MasterServerEvent.RegistrationSucceeded)
     {
     Debug.Log("Registered Server!");
     }
 }
Esempio n. 20
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 void OnMasterServerEvent(MasterServerEvent e)
 {
     if (e == MasterServerEvent.HostListReceived)
     {
         hosts = MasterServer.PollHostList();
     }
 }
Esempio n. 21
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 /// <summary>Called on clients or servers when reporting events from the MasterServer.</summary>
 public override void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (onMasterServerEvent != null)
     {
         onMasterServerEvent.OnNext(msEvent);
     }
 }
Esempio n. 22
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 void onMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Registration Successful!");
     }
 }
Esempio n. 23
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Server registered");
     }
 }
Esempio n. 24
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (OnEvent != null)
     {
         OnEvent(this, new NetworkMasterServerEventArgs(mse));
     }
 }
 void OnMasterServerEvent(MasterServerEvent e)
 {
     if (e == MasterServerEvent.HostListReceived)
     {
         m_HostList = MasterServer.PollHostList();
     }
 }
Esempio n. 26
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        switch (msEvent)
        {
        case MasterServerEvent.HostListReceived:
            Debug.Log("Hosts Refreshed");
            OnHostsRefreshed();
            break;

        case MasterServerEvent.RegistrationFailedGameName:
            Debug.Log("Master Server Registration Failed: game name");
            break;

        case MasterServerEvent.RegistrationFailedGameType:
            Debug.Log("Master Server Registration Failed: game type");
            break;

        case MasterServerEvent.RegistrationFailedNoServer:
            Debug.Log("Master Server Registration Failed: no server");
            break;

        case MasterServerEvent.RegistrationSucceeded:
            Debug.Log("Master Server Registration Success");
            break;

        default:
            Debug.Log("Unknown Master Server Event: " + msEvent);
            break;
        }
    }
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     Debug.Log("Entr a change OnMasterServerEvent");
     if (msEvent == MasterServerEvent.HostListReceived) {
         hostList = MasterServer.PollHostList ();
     }
 }
Esempio n. 28
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 /// <summary>
 /// Automatically called when a master server event occurs
 /// </summary>
 private void OnMasterServerEvent(MasterServerEvent masterEvent)
 {
     if (masterEvent == MasterServerEvent.HostListReceived)
     {
         _hostData = MasterServer.PollHostList();
     }
 }
Esempio n. 29
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 /// <summary>
 /// Called on clients or servers when reporting events from the MasterServer.
 /// Like, for example, when a host list has been received or host registration succeeded.
 /// </summary>
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Masterserver Registration done");
     }
     else if (msEvent == MasterServerEvent.RegistrationFailedGameType)
     {
         Debug.Log("Failed Masterserver Registration ( Gametype )");
     }
     else if (msEvent == MasterServerEvent.RegistrationFailedGameName)
     {
         Debug.Log("Failed Masterserver Registration ( Gamename )");
     }
     else if (msEvent == MasterServerEvent.RegistrationFailedNoServer)
     {
         Debug.Log("No Masterserver could be found");
     }
     else if (msEvent == MasterServerEvent.HostListReceived)
     {
         Debug.Log("Masterserver List Recieved (" + MasterServer.PollHostList().Length.ToString() + ")");
     }
     else
     {
         Debug.LogWarning("OnMasterServerEvent():: Match failed! this should never happen!");
     }
 }
Esempio n. 30
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 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded)
     {
         print("registered server");
     }
 }
Esempio n. 31
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		public ServerCreationEvent(MasterServerEvent mse)
		{
			if(mse == MasterServerEvent.RegistrationSucceeded)
				this.eventCode = ServerCreationEventCode.RegistrationSucceeded;
			else if(mse == MasterServerEvent.RegistrationFailedGameName || mse == MasterServerEvent.RegistrationFailedGameType || mse == MasterServerEvent.RegistrationFailedNoServer)
				this.eventCode = ServerCreationEventCode.MSRegistrationFailed;
		}
Esempio n. 32
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 public override void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     base.OnMasterServerEvent(masterServerEvent);
     if (masterServerEvent == MasterServerEvent.HostListReceived) {
         hostListReceived();
     }
 }
Esempio n. 33
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 [UsedImplicitly] void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     if (masterServerEvent == MasterServerEvent.HostListReceived)
     {
         hostsListDisplay.contents = MasterServer.PollHostList().ToList();
     }
 }
	// Appelée quand un événement serveur a lieux.
	void OnMasterServerEvent(MasterServerEvent sEvent)
	{
		if (sEvent == MasterServerEvent.HostListReceived)
		{
			Debug.Log ("Liste des parties mise à jour");
			_hostData = MasterServer.PollHostList();
		}
	}
Esempio n. 35
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 private void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     // Check to see if the message that was recieved is our list of host data
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         hostList = MasterServer.PollHostList();
     }
 }
Esempio n. 36
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived) {
         hostList = MasterServer.PollHostList ();
     }
     else if (msEvent == MasterServerEvent.RegistrationSucceeded)
         Debug.Log ("server registered");
 }
Esempio n. 37
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 // Called when events are triggered by the master server
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     // Master server sent a list of hosts
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         hostList = MasterServer.PollHostList();
     }
 }
Esempio n. 38
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 // this is called when the Master Server reports an event to the client – for example, server registered successfully, host list received, etc
 void OnMasterServerEvent(MasterServerEvent msevent)
 {
     if (msevent == MasterServerEvent.HostListReceived)
     {
         // received the host list, no longer awaiting results
         loading = false;
     }
 }
 void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     if (masterServerEvent == MasterServerEvent.HostListReceived)
     {
         Debug.Log("Host List Received");
     }
     hostsListDisplay.contents = MasterServer.PollHostList().ToList();
 }
Esempio n. 40
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 public override void OnMasterServerEvent(MasterServerEvent masterServerEvent)
 {
     base.OnMasterServerEvent(masterServerEvent);
     if (masterServerEvent == MasterServerEvent.HostListReceived)
     {
         hostListReceived();
     }
 }
Esempio n. 41
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 public void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         hostList = MasterServer.PollHostList();
         GenerateServerButtons();
     }
 }
Esempio n. 42
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 public void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         ServerHostList = MasterServer.PollHostList();
         if (ServerHostList.Length > 0)
             UpdateServerList();
     }
 }
Esempio n. 43
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
   if (msEvent == MasterServerEvent.HostListReceived)
   {
     Debug.Log("Host list received");
     hostList = MasterServer.PollHostList();
     Debug.Log(hostList.Length);
   }
 }
Esempio n. 44
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if(msEvent == MasterServerEvent.RegistrationSucceeded)
            Debug.Log("Server Registered");

        if(msEvent == MasterServerEvent.HostListReceived)
            Debug.Log("Hosts Refreshed");
            hostsUpdated = true;
    }
Esempio n. 45
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	void OnMasterServerEvent(MasterServerEvent msEvent)
	{
		if(msEvent == MasterServerEvent.RegistrationFailedGameName)
			GameManager.WriteMessage("Server Registration Failed: No game name given");
		if(msEvent == MasterServerEvent.RegistrationFailedGameType)
			GameManager.WriteMessage("Server Registration Failed: No game tpye given");
		if(msEvent == MasterServerEvent.RegistrationFailedNoServer)
			GameManager.WriteMessage("Server Registration Failed: Server not running");
		if(msEvent == MasterServerEvent.RegistrationSucceeded)
			GameManager.WriteMessage("Server Registraion Suceeded");
	}
Esempio n. 46
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         Debug.Log("Successfully recieved host list.");
         _hostList = MasterServer.PollHostList();
     }
     else if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log("Successfully registered server on master server.");
     }
 }
Esempio n. 47
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    private void OnMasterServerEvent(MasterServerEvent masterServerEvent)
    {
        switch(masterServerEvent)
        {
        case MasterServerEvent.HostListReceived:
            availableServers = MasterServer.PollHostList();
            break;

        default:
            break;
        }
    }
Esempio n. 48
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    // Called when master server shit happens
    void OnMasterServerEvent(MasterServerEvent mse)
    {
        // When registration happens
        if (mse == MasterServerEvent.RegistrationSucceeded) {
            Debug.Log("Server registered on Master server!");
        }

        // When server list is recieved, store it
        if (mse == MasterServerEvent.HostListReceived) {
            hosts = MasterServer.PollHostList();
            refreshing = false;
        }
    }
Esempio n. 49
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	void OnMasterServerEvent(MasterServerEvent msEvent){

		if (msEvent == MasterServerEvent.HostListReceived) {
				Debug.Log ("Found Server!!");
				hostList = MasterServer.PollHostList ();
				//statusText.text = "Found Server!!  " + hostList.Length;
				ListServer ();
			} else {
				Debug.Log ("Server Not Found !!");
				//statusText.text = "Server Not Found !!";
		}

	}
    void OnMasterServerEvent(MasterServerEvent masterServerEvent)
    {
        Debug.Log ("master server event message received: " + masterServerEvent);

        if (masterServerEvent == MasterServerEvent.RegistrationSucceeded) {
            Debug.Log ("Registered server");
        }

        if (masterServerEvent == MasterServerEvent.HostListReceived) {
        //			yield return new WaitForSeconds(1.5f);
            hostList = MasterServer.PollHostList();
            //hostList = Invoke("MasterServer.PollHostList", 2f);
        }
    }
Esempio n. 51
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
     {
         m_hostList = MasterServer.PollHostList();
         foreach (HostData hd in m_hostList)
         {
             if (hd.gameName == m_gameName)
             {
                 Network.Connect(hd);
             }
         }
     }
 }
Esempio n. 52
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.HostListReceived)
            hostList = MasterServer.PollHostList();

        if(hostList != null  && hostList.Length >0)
        {
            JoinServer(hostList[0]);
        }
        else
        {
            StartServer();
        }
    }
Esempio n. 53
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.HostListReceived)
        {
            hostList = MasterServer.PollHostList();
            if (hostList != null && hostList.Length > 0)
            {
                Network.Connect(hostList[0]);
            }
            else
            {
                //TODO: Throw an error that there is no server found
            }

        }
    }
    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.RegistrationSucceeded)
        {
            Debug.Log("Server registered");

            if (PlayerConnected != null)
            {
                PlayerConnected();
            }

            gameMaster.serverInitialized(playerName);

        } else
            Debug.Log(msEvent);
    }
Esempio n. 55
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 private void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         if (GameRegistered != null)
         {
             GameRegistered(gameName);
         }
     }
     else if (msEvent == MasterServerEvent.RegistrationFailedGameName ||
              msEvent == MasterServerEvent.RegistrationFailedGameType ||
              msEvent == MasterServerEvent.RegistrationFailedNoServer)
     {
         CreatingGamePanel.SetStatusText(ConnectionSettingsVO.RegisteringWithMasterServFailMesg + " : Error : " + msEvent, true);
     }
 }
Esempio n. 56
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    public void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.HostListReceived)
            hostList = MasterServer.PollHostList();

        // Try to join room
        for (int i = 0; i < hostList.Length; i++)
        {
            if (hostList[i].gameName == PREFIX + roomName)
            {
                JoinServer(hostList[i]);
                return;
            }
        }

        // Create room if it doesn't exist
        StartServer();
    }
Esempio n. 57
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    void OnMasterServerEvent(MasterServerEvent mse)
    {
        if (mse == MasterServerEvent.HostListReceived && !Network.isServer && !Network.isClient)
        {
            if (joinButtons != null)
                foreach (var t in joinButtons)
                    Destroy(t.gameObject);
            joinButtons = new List<exSpriteFont>();
            var list = MasterServer.PollHostList();
            for (int i = 0; i < list.Length; i++)
            {
                var button = Instantiate(joinServerButtonPrefab, new Vector3(0, extends.y - i * 1.5f), Quaternion.identity) as exSpriteFont;
                button.text = list[i].gameName;
                button.GetComponent<JoinServerButton>().data = list[i];

                joinButtons.Add(button);
            }
        }
    }
Esempio n. 58
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 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
         hostList = MasterServer.PollHostList();
     print("Host list received");
     if (refreshing)
     {
         float i=0f;
         foreach (HostData host in hostList)
         {
             GameObject newButton = (GameObject) Instantiate(Resources.Load("GUI/GUIButton"), Vector3.zero, Quaternion.identity);
             newButton.transform.parent = transform;
             newButton.transform.localPosition = new Vector3(0f, -35f * i, 0f);
             newButton.GetComponentInChildren<UnityEngine.UI.Text>().text = host.gameName;
             newButton.GetComponent<UnityEngine.UI.Button>().onClick.AddListener(delegate { myNetworkManager.JoinServer(host); });
             i++;
         }
         refreshing = false;
     }
 }
Esempio n. 59
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    void OnMasterServerEvent(MasterServerEvent msEvent)
    {
        if (msEvent == MasterServerEvent.HostListReceived)
        {
            hostList = MasterServer.PollHostList();


            var children = new List<GameObject>();
            foreach (Transform child in gamesList.transform) children.Add(child.gameObject);
            children.ForEach(child => Destroy(child));

            foreach (var host in hostList)
            {
                var obj = Instantiate(gameFoundPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameFoundPanel;
                obj.transform.parent = gamesList.transform;
                obj.transform.localScale = Vector3.one;
                obj.transform.localPosition = Vector3.zero;
                obj.Init(host);
            }
        }
    }
Esempio n. 60
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    void OnMasterServerEvent(MasterServerEvent mse)
    {
        switch (mse)
        {
            case MasterServerEvent.HostListReceived:
                if (bootPhase == QUERYWAITING_PHASE)
                {
                    hostList = MasterServer.PollHostList();
                    debugString += "hostList.length: " + hostList.Length + "\n";
                    bootPhase = hostList.Length != 0 ? JOIN_PHASE : NEEDSERVER_PHASE;
                }
                break;
            case MasterServerEvent.RegistrationSucceeded:

                if (mse == MasterServerEvent.RegistrationSucceeded)
                {
                    debugString += "Server Registered Successfully!\n";
                    bootPhase = SERVERRUNNING_PHASE;
                }
                break;
        }
    }