Esempio n. 1
0
        private void RefreshMasterServerListings()
        {
            masterClient = new TCPMasterClient();

            masterClient.serverAccepted += (sender) =>
            {
                try
                {
                    // Create the get request with the desired filters
                    JSONNode  sendData = JSONNode.Parse("{}");
                    JSONClass getData  = new JSONClass();
                    getData.Add("id", Settings.serverId);
                    getData.Add("type", Settings.type);
                    getData.Add("mode", Settings.mode);

                    sendData.Add("get", getData);

                    // Send the request to the server
                    masterClient.Send(TextFrame.CreateFromString(masterClient.Time.Timestep, sendData.ToString(), true, Receivers.Server, MessageGroupIds.MASTER_SERVER_GET, true));
                }
                catch
                {
                    // If anything fails, then this client needs to be disconnected
                    masterClient.Disconnect(true);
                    masterClient = null;
                }
            };

            masterClient.textMessageReceived += (player, frame, sender) =>
            {
                try
                {
                    JSONNode data = JSONNode.Parse(frame.ToString());
                    if (data["hosts"] != null)
                    {
                        var response = new MasterServerResponse(data["hosts"].AsArray);

                        if (response != null && response.serverResponse.Count > 0)
                        {
                            // Go through all of the available hosts and add them to the server browser
                            foreach (var server in response.serverResponse)
                            {
                                // Run on main thread as we are creating UnityEngine.GameObjects
                                MainThreadManager.Run(() => AddServer(server.Address, server.Port));
                            }
                        }
                    }
                } finally
                {
                    if (masterClient != null)
                    {
                        // If we succeed or fail the client needs to disconnect from the Master Server
                        masterClient.Disconnect(true);
                        masterClient = null;
                    }
                }
            };

            masterClient.Connect(Settings.masterServerHost, Settings.masterServerPort);
        }
Esempio n. 2
0
        public void Refresh()
        {
            // Clear out all the currently listed servers
            for (int i = content.childCount - 1; i >= 0; --i)
            {
                Destroy(content.GetChild(i).gameObject);
            }

            // The Master Server communicates over TCP
            client = new TCPMasterClient();

            // Once this client has been accepted by the master server it should sent it's get request
            client.serverAccepted += (sender) =>
            {
                try
                {
                    // Create the get request with the desired filters
                    JSONNode  sendData = JSONNode.Parse("{}");
                    JSONClass getData  = new JSONClass();
                    getData.Add("id", gameId);
                    getData.Add("type", gameType);
                    getData.Add("mode", gameMode);

                    sendData.Add("get", getData);

                    // Send the request to the server
                    client.Send(Frame.Text.CreateFromString(client.Time.Timestep, sendData.ToString(), true, Receivers.Server, MessageGroupIds.MASTER_SERVER_GET, true));
                }
                catch
                {
                    // If anything fails, then this client needs to be disconnected
                    client.Disconnect(true);
                    client = null;
                }
            };

            // An event that is raised when the server responds with hosts
            client.textMessageReceived += (player, frame, sender) =>
            {
                try
                {
                    // Get the list of hosts to iterate through from the frame payload
                    JSONNode data = JSONNode.Parse(frame.ToString());
                    if (data["hosts"] != null)
                    {
                        MasterServerResponse response = new MasterServerResponse(data["hosts"].AsArray);

                        if (response != null && response.serverResponse.Count > 0)
                        {
                            // Go through all of the available hosts and add them to the server browser
                            foreach (MasterServerResponse.Server server in response.serverResponse)
                            {
                                string protocol = server.Protocol;
                                string address  = server.Address;
                                ushort port     = server.Port;
                                string name     = server.Name;

                                // name, address, port, comment, type, mode, players, maxPlayers, protocol
                                CreateServerOption(name, () =>
                                {
                                    // Determine which protocol should be used when this client connects
                                    NetWorker socket = null;

                                    if (protocol == "udp")
                                    {
                                        socket = new UDPClient();
                                        ((UDPClient)socket).Connect(address, port, natServerHost, natServerPort);
                                    }
                                    else if (protocol == "tcp")
                                    {
                                        socket = new TCPClient();
                                        ((TCPClient)socket).Connect(address, port);
                                    }
#if !UNITY_IOS && !UNITY_ANDROID
                                    else if (protocol == "web")
                                    {
                                        socket = new TCPClientWebsockets();
                                        ((TCPClientWebsockets)socket).Connect(address, port);
                                    }
#endif
                                    if (socket == null)
                                    {
                                        throw new Exception("No socket of type " + protocol + " could be established");
                                    }

                                    Connected(socket);
                                });
                            }
                        }
                    }
                }
                finally
                {
                    if (client != null)
                    {
                        // If we succeed or fail the client needs to disconnect from the Master Server
                        client.Disconnect(true);
                        client = null;
                    }
                }
            };

            client.Connect(masterServerHost, (ushort)masterServerPort);
        }
Esempio n. 3
0
        public virtual void MatchmakingServersFromMasterServer(string masterServerHost,
                                                               ushort masterServerPort,
                                                               int elo,
                                                               System.Action <MasterServerResponse> callback = null,
                                                               string gameId   = "myGame",
                                                               string gameType = "any",
                                                               string gameMode = "all")
        {
            // The Master Server communicates over TCP
            TCPMasterClient client = new TCPMasterClient();

            // Once this client has been accepted by the master server it should send it's get request
            client.serverAccepted += (sender) =>
            {
                try
                {
                    // Create the get request with the desired filters
                    JSONNode  sendData = JSONNode.Parse("{}");
                    JSONClass getData  = new JSONClass();
                    getData.Add("id", gameId);
                    getData.Add("type", gameType);
                    getData.Add("mode", gameMode);
                    getData.Add("elo", new JSONData(elo));

                    sendData.Add("get", getData);

                    // Send the request to the server
                    client.Send(Text.CreateFromString(client.Time.Timestep, sendData.ToString(), true, Receivers.Server, MessageGroupIds.MASTER_SERVER_GET, true));
                }
                catch
                {
                    // If anything fails, then this client needs to be disconnected
                    client.Disconnect(true);
                    client = null;

                    MainThreadManager.Run(() =>
                    {
                        if (callback != null)
                        {
                            callback(null);
                        }
                    });
                }
            };

            // An event that is raised when the server responds with hosts
            client.textMessageReceived += (player, frame, sender) =>
            {
                try
                {
                    // Get the list of hosts to iterate through from the frame payload
                    JSONNode data = JSONNode.Parse(frame.ToString());
                    MainThreadManager.Run(() =>
                    {
                        if (data["hosts"] != null)
                        {
                            MasterServerResponse response = new MasterServerResponse(data["hosts"].AsArray);
                            if (callback != null)
                            {
                                callback(response);
                            }
                        }
                        else
                        {
                            if (callback != null)
                            {
                                callback(null);
                            }
                        }
                    });
                }
                finally
                {
                    if (client != null)
                    {
                        // If we succeed or fail the client needs to disconnect from the Master Server
                        client.Disconnect(true);
                        client = null;
                    }
                }
            };

            try
            {
                client.Connect(masterServerHost, masterServerPort);
            }
            catch (System.Exception ex)
            {
                Debug.LogError(ex.Message);
                MainThreadManager.Run(() =>
                {
                    if (callback != null)
                    {
                        callback(null);
                    }
                });
            }
        }
Esempio n. 4
0
    public void Refresh()
    {
        ClearServers();

        if (lan)
        {
            NetWorker.RefreshLocalUdpListings(ushort.Parse(portNumber.text));
            return;
        }

        // The Master Server communicates over TCP
        TCPMasterClient client = new TCPMasterClient();

        // Once this client has been accepted by the master server it should sent it's get request
        client.serverAccepted += x =>
        {
            try
            {
                // The overall game id to select from
                string gameId = "myGame";

                // The game type to choose from, if "any" then all types will be returned
                string gameType = "any";

                // The game mode to choose from, if "all" then all game modes will be returned
                string gameMode = "all";

                // Create the get request with the desired filters
                JSONNode  sendData = JSONNode.Parse("{}");
                JSONClass getData  = new JSONClass();

                // The id of the game to get
                getData.Add("id", gameId);
                getData.Add("type", gameType);
                getData.Add("mode", gameMode);

                sendData.Add("get", getData);

                // Send the request to the server
                client.Send(BeardedManStudios.Forge.Networking.Frame.Text.CreateFromString(client.Time.Timestep, sendData.ToString(), true, Receivers.Server, MessageGroupIds.MASTER_SERVER_GET, true));
            }
            catch
            {
                // If anything fails, then this client needs to be disconnected
                client.Disconnect(true);
                client = null;
            }
        };

        // An event that is raised when the server responds with hosts
        client.textMessageReceived += (player, frame, sender) =>
        {
            try
            {
                // Get the list of hosts to iterate through from the frame payload
                JSONNode data = JSONNode.Parse(frame.ToString());
                if (data["hosts"] != null)
                {
                    // Create a C# object for the response from the master server
                    MasterServerResponse response = new MasterServerResponse(data["hosts"].AsArray);

                    if (response != null && response.serverResponse.Count > 0)
                    {
                        // Go through all of the available hosts and add them to the server browser
                        foreach (MasterServerResponse.Server server in response.serverResponse)
                        {
                            Debug.Log("Found server " + server.Name);

                            // Update UI

                            MainThreadManager.Run(() =>
                            {
                                AddServer(server.Name, server.Address, server.PlayerCount, server.Mode);
                            });
                        }
                    }
                }
            }
            finally
            {
                if (client != null)
                {
                    // If we succeed or fail the client needs to disconnect from the Master Server
                    client.Disconnect(true);
                    client = null;
                }
            }
        };

        client.Connect(masterServerHost, (ushort)masterServerPort);
    }