AttachTransport() public method

public AttachTransport ( FunapiTransport transport ) : void
transport FunapiTransport
return void
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        public void Connect (string address)
        {
            FunapiTcpTransport tcp_transport = new FunapiTcpTransport(address, 8022, FunEncoding.kProtobuf);
            FunapiHttpTransport http_transport = new FunapiHttpTransport(address, 8018, false, FunEncoding.kJson);

            network_ = new FunapiNetwork(true);
            network_.AttachTransport(tcp_transport);
            network_.AttachTransport(http_transport);

            network_.RegisterHandlerWithProtocol("pbuf_echo", TransportProtocol.kTcp, this.OnTcpEcho);
            network_.RegisterHandlerWithProtocol("echo", TransportProtocol.kHttp, this.OnHttpEcho);

            network_.Start();
        }
    private void Connect(TransportProtocol protocol)
    {
        DebugUtils.Log("-------- Connect --------\n{0}", DateTime.Now);

        if (network_ == null || !network_.SessionReliability)
        {
            network_ = new FunapiNetwork(with_session_reliability_);
            network_.ResponseTimeout = 10f;

            network_.OnSessionInitiated += new FunapiNetwork.SessionInitHandler(OnSessionInitiated);
            network_.OnSessionClosed += new FunapiNetwork.SessionCloseHandler(OnSessionClosed);
            network_.MaintenanceCallback += new FunapiNetwork.MessageEventHandler(OnMaintenanceMessage);
            network_.StoppedAllTransportCallback += new FunapiNetwork.NotifyHandler(OnStoppedAllTransport);
            network_.TransportConnectFailedCallback += new TransportEventHandler(OnTransportConnectFailed);
            network_.TransportDisconnectedCallback += new TransportEventHandler(OnTransportDisconnected);

            network_.RegisterHandler("echo", this.OnEcho);
            network_.RegisterHandler("pbuf_echo", this.OnEchoWithProtobuf);

            //network_.SetMessageProtocol(TransportProtocol.kTcp, "echo");
            //network_.SetMessageProtocol(TransportProtocol.kUdp, "pbuf_echo");

            FunapiTransport transport = GetNewTransport(protocol);
            network_.AttachTransport(transport);
        }
        else
        {
            if (!network_.HasTransport(protocol))
            {
                FunapiTransport transport = GetNewTransport(protocol);
                network_.AttachTransport(transport);
            }

            network_.SetDefaultProtocol(protocol);
        }

        network_.Start();
    }
        public void Connect(string hostname_or_ip, ushort port, bool session_reliability)
        {
            bool need_to_start = false;

            Debug.Log(String.Format("Multicast server is at {0}:{1}", hostname_or_ip, port));

            lock (lock_)
            {
                transport_ = new FunapiTcpTransport (hostname_or_ip, port, encoding_);
                DebugUtils.Assert (transport_ != null);
                network_ = new FunapiNetwork (session_reliability);
                network_.AttachTransport (transport_);
                network_.RegisterHandler(kMulticastMsgType, OnReceived);
                need_to_start = true;
            }

            if (need_to_start)
            {
                network_.Start ();
            }
        }
    void Awake()
    {
        instance = gameObject.GetComponent<NetworkController>();

        // facebook
        facebook = GameObject.Find("Play Controller").GetComponent<FacebookConnector>();
        facebook.EventCallback += new SnEventHandler(OnFacebookEvent);
        facebook.Init();

        // funapi network
        network = new FunapiNetwork(false);
        network.OnSessionInitiated += new FunapiNetwork.SessionInitHandler(OnSessionInitiated);
        network.OnSessionClosed += new FunapiNetwork.SessionCloseHandler(OnSessionClosed);

        FunapiTcpTransport transport = new FunapiTcpTransport(kServerIp, 8022, FunEncoding.kProtobuf);
        transport.AutoReconnect = true;
        network.AttachTransport(transport);

        network.RegisterHandler("sc_spawn_self", this.OnSpawnSelf);
        network.RegisterHandler("sc_spawn_other", this.OnSpawnOther);
        network.RegisterHandler("sc_update", this.OnUpdate);
        network.RegisterHandler("sc_killed", this.OnKilled);
        network.RegisterHandler("sc_face", this.OnFaceUpdate);
    }