Esempio n. 1
0
        private static bool ConnectToServer(string connectionString, int serverPort, bool isIP, string password)
        {
            if (isIP)
            {
                Multiplayer.JoinGame(new Client(new IPEndPoint(IPAddress.Parse(connectionString), serverPort), password));
                return(true);
            }

            //trying to resolve as uri
            if (System.Uri.TryCreate(connectionString, System.UriKind.RelativeOrAbsolute, out _))
            {
                Multiplayer.JoinGame(new Client(connectionString, serverPort, password));
                return(true);
            }

            return(false);
        }
Esempio n. 2
0
 private void ConnectToGame()
 {
     Multiplayer.JoinGame(AppId, _hostEndpoint.Text, Port, NetTypes);
     Scene.NavigateTo(new WaitingForConnectionScene($"Connecting to host... {_hostEndpoint.Text}:{Port}"));
 }
Esempio n. 3
0
        private void ClientSocket_OnClose(object sender, CloseEventArgs e)
        {
            serverConnection = null;

            UnityDispatchQueue.RunOnMainThread(() =>
            {
                // If the client is Quitting by himself, we don't have to inform him of his disconnection.
                if (e.Code == (ushort)DisconnectionReason.ClientRequestedDisconnect)
                {
                    return;
                }

                // Opens the pause menu on disconnection to prevent NRE when leaving the game
                if (Multiplayer.Session?.IsGameLoaded ?? false)
                {
                    GameMain.instance._paused = true;
                }

                if (e.Code == (ushort)DisconnectionReason.ModIsMissing)
                {
                    InGamePopup.ShowWarning(
                        "Mod Mismatch",
                        $"You are missing mod {e.Reason}",
                        "OK".Translate(),
                        Multiplayer.LeaveGame);
                    return;
                }

                if (e.Code == (ushort)DisconnectionReason.ModIsMissingOnServer)
                {
                    InGamePopup.ShowWarning(
                        "Mod Mismatch",
                        $"Server is missing mod {e.Reason}",
                        "OK".Translate(),
                        Multiplayer.LeaveGame);
                    return;
                }

                if (e.Code == (ushort)DisconnectionReason.ModVersionMismatch)
                {
                    string[] versions = e.Reason.Split(';');
                    InGamePopup.ShowWarning(
                        "Mod Version Mismatch",
                        $"Your mod {versions[0]} version is not the same as the Host version.\nYou:{versions[1]} - Remote:{versions[2]}",
                        "OK".Translate(),
                        Multiplayer.LeaveGame);
                    return;
                }

                if (e.Code == (ushort)DisconnectionReason.GameVersionMismatch)
                {
                    string[] versions = e.Reason.Split(';');
                    InGamePopup.ShowWarning(
                        "Game Version Mismatch",
                        $"Your version of the game is not the same as the one used by the Host.\nYou:{versions[0]} - Remote:{versions[1]}",
                        "OK".Translate(),
                        Multiplayer.LeaveGame);
                    return;
                }

                if (e.Code == (ushort)DisconnectionReason.ProtocolError && websocketAuthenticationFailure)
                {
                    InGamePopup.AskInput(
                        "Server Requires Password",
                        "Server is protected. Please enter the correct password:"******"Connection Lost",
                        $"You have been disconnected from the server.\n{e.Reason}",
                        "Quit",
                        Multiplayer.LeaveGame);
                    if (Multiplayer.Session.IsInLobby)
                    {
                        Multiplayer.ShouldReturnToJoinMenu = false;
                        Multiplayer.Session.IsInLobby      = false;
                        UIRoot.instance.galaxySelect.CancelSelect();
                    }
                }
                else
                {
                    InGamePopup.ShowWarning(
                        "Server Unavailable",
                        $"Could not reach the server, please try again later.",
                        "OK".Translate(),
                        Multiplayer.LeaveGame);
                }
            });
        }