private void StartMultiplayerClient() { if (multiplayerClient == null) { multiplayerClient = new GameObject(); multiplayerClient.name = "Multiplayer Client"; multiplayerClient.AddComponent <Multiplayer>(); multiplayerSession.ConnectionStateChanged += SessionConnectionStateChangedHandler; } try { multiplayerSession.Connect(ServerIp, ServerPort); } catch (ClientConnectionFailedException) { Log.InGame($"Unable to contact the remote server at: {ServerIp}:{ServerPort}"); if (ServerIp.Equals("127.0.0.1")) { if (Process.GetProcessesByName("NitroxServer-Subnautica").Length == 0) { Log.InGame("Start your server first to join your self-hosted world"); } else { Log.InGame("Seems like your firewall settings are interfering"); } } OnCancelClick(); } }
private void StartMultiplayerClient() { if (multiplayerClient == null) { multiplayerClient = new GameObject("Multiplayer Client"); multiplayerClient.AddComponent <Multiplayer>(); multiplayerSession.ConnectionStateChanged += SessionConnectionStateChangedHandler; } try { multiplayerSession.Connect(serverIp, serverPort); } catch (ClientConnectionFailedException) { Log.InGameSensitive(Language.main.Get("Nitrox_UnableToConnect") + " {ip}:{port}", serverIp, serverPort); if (serverIp.Equals("127.0.0.1")) { if (Process.GetProcessesByName("NitroxServer-Subnautica").Length == 0) { Log.InGame(Language.main.Get("Nitrox_StartServer")); } else { Log.InGame(Language.main.Get("Nitrox_FirewallInterfering")); } } OnCancelClick(); } }
private void StartMultiplayerClient() { if (multiplayerClient == null) { multiplayerClient = new GameObject(); multiplayerClient.AddComponent <Multiplayer>(); multiplayerSession.ConnectionStateChanged += SessionConnectionStateChangedHandler; } multiplayerSession.Connect(ServerIp); }
public void OnConsoleCommand_mplayer(NotificationCenter.Notification n) { //This could be cleaned up. Honestly, I see this as a hack to deal with other unimplemented features. I'd rather just patch this boat until we can let it sink... NitroxServiceLocator.BeginNewLifetimeScope(); multiplayerSession = NitroxServiceLocator.LocateService <IMultiplayerSession>(); if (multiplayerSession.CurrentState.CurrentStage == MultiplayerSessionConnectionStage.SessionJoined) { Log.InGame("Already connected to a server"); } else if (n?.data?.Count > 0) { Log.InGame("Console Multiplayer Session Join Client Loaded..."); StartMultiplayerClient(); string ipAddress = n.data.Count >= 2 ? (string)n.data[1] : DEFAULT_IP_ADDRESS; userName = (string)n.data[0]; multiplayerSession.Connect(ipAddress); } else { Log.InGame("Command syntax: mplayer USERNAME [SERVERIP]"); } }
public void OnConsoleCommand_mplayer(NotificationCenter.Notification n) { //This could be cleaned up. Honestly, I see this as a hack to deal with other unimplemented features. I'd rather just patch this boat until we can let it sink... NitroxServiceLocator.BeginNewLifetimeScope(); multiplayerSession = NitroxServiceLocator.LocateService <IMultiplayerSession>(); if (multiplayerSession.CurrentState.CurrentStage == MultiplayerSessionConnectionStage.SessionJoined) { Log.InGame("Уже подключен к серверу"); } else if (n?.data?.Count > 0) { Log.InGame("Консоль мультиплеерской сессии подключения игроков загружена..."); StartMultiplayerClient(); int serverPort = 11000; string ipAddress = n.data.Count >= 2 ? (string)n.data[1] : DEFAULT_IP_ADDRESS; userName = (string)n.data[0]; string seperator = ":"; if (ipAddress.Contains(seperator)) { char splitter = ':'; string[] splitIP = ipAddress.Split(splitter); ipAddress = splitIP[0]; serverPort = int.Parse(splitIP[1]); } multiplayerSession.Connect(ipAddress, serverPort); } else { Log.InGame("Синтаксис команды: mplayer USERNAME [SERVERIP]"); } }
private void StartMultiplayerClient() { if (multiplayerClient == null) { multiplayerClient = new GameObject(); multiplayerClient.AddComponent <Multiplayer>(); multiplayerSession.ConnectionStateChanged += SessionConnectionStateChangedHandler; } try { multiplayerSession.Connect(ServerIp); } catch (ClientConnectionFailedException) { Log.InGame($"Unable to contact the remote server at: {ServerIp}:11000"); OnCancelClick(); } }
private void StartMultiplayerClient() { if (multiplayerClient == null) { multiplayerClient = new GameObject(); multiplayerClient.name = "Multiplayer Client"; // Its always nice to name things multiplayerClient.AddComponent <Multiplayer>(); multiplayerSession.ConnectionStateChanged += SessionConnectionStateChangedHandler; } try { multiplayerSession.Connect(ServerIp, serverPort); } catch (ClientConnectionFailedException) { Log.InGame($"Unable to contact the remote server at: {ServerIp}:{serverPort}"); OnCancelClick(); } }
public void OnConsoleCommand_mplayer(NotificationCenter.Notification n) { if (multiplayerSession.CurrentState.CurrentStage == MultiplayerSessionConnectionStage.SessionJoined) { Log.InGame("Already connected to a server"); } else if (n?.data?.Count > 0) { Log.InGame("Console Multiplayer Session Join Client Loaded..."); StartMultiplayerClient(); string ipAddress = n.data.Count >= 2 ? (string)n.data[1] : DEFAULT_IP_ADDRESS; userName = (string)n.data[0]; multiplayerSession.Connect(ipAddress); } else { Log.InGame("Command syntax: mplayer USERNAME [SERVERIP]"); } }