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(); } }
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); } } }
void OnMasterServerEvent(MasterServerEvent masterServerEvent) { if (masterServerEvent == MasterServerEvent.RegistrationSucceeded) { //Debug.Log ("Registration successful."); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.RegistrationSucceeded) { chatQueue.Enqueue("Server has been registered on master server"); } }
private void OnMasterServerEvent(MasterServerEvent msEvent) { if (GenClass != null) { GenClass.OnMasterServerEvent(msEvent); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) { //hostList = MasterServer.PollHostList(); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.RegistrationSucceeded) { return; } }
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!"); } }
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; } }
/// <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; } }
void OnMasterServerEvent(MasterServerEvent mse) { if (mse == MasterServerEvent.RegistrationSucceeded) { print("registered server"); } }
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 } } } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.RegistrationSucceeded) { print("Registered Server"); } }
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; } }
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"); } }
void OnMasterServerEvent(MasterServerEvent mse) { if(mse == MasterServerEvent.RegistrationSucceeded) { Debug.Log("Registered Server!"); } }
void OnMasterServerEvent(MasterServerEvent e) { if (e == MasterServerEvent.HostListReceived) { hosts = MasterServer.PollHostList(); } }
/// <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); } }
void onMasterServerEvent(MasterServerEvent mse) { if (mse == MasterServerEvent.RegistrationSucceeded) { Debug.Log("Registration Successful!"); } }
void OnMasterServerEvent(MasterServerEvent mse) { if (mse == MasterServerEvent.RegistrationSucceeded) { Debug.Log("Server registered"); } }
void OnMasterServerEvent(MasterServerEvent mse) { if (OnEvent != null) { OnEvent(this, new NetworkMasterServerEventArgs(mse)); } }
void OnMasterServerEvent(MasterServerEvent e) { if (e == MasterServerEvent.HostListReceived) { m_HostList = MasterServer.PollHostList(); } }
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 (); } }
/// <summary> /// Automatically called when a master server event occurs /// </summary> private void OnMasterServerEvent(MasterServerEvent masterEvent) { if (masterEvent == MasterServerEvent.HostListReceived) { _hostData = MasterServer.PollHostList(); } }
/// <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!"); } }
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; }
public override void OnMasterServerEvent(MasterServerEvent masterServerEvent) { base.OnMasterServerEvent(masterServerEvent); if (masterServerEvent == MasterServerEvent.HostListReceived) { hostListReceived(); } }
[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(); } }
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(); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) { hostList = MasterServer.PollHostList (); } else if (msEvent == MasterServerEvent.RegistrationSucceeded) Debug.Log ("server registered"); }
// 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(); } }
// 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(); }
public void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) { hostList = MasterServer.PollHostList(); GenerateServerButtons(); } }
public void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) { ServerHostList = MasterServer.PollHostList(); if (ServerHostList.Length > 0) UpdateServerList(); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) { Debug.Log("Host list received"); hostList = MasterServer.PollHostList(); Debug.Log(hostList.Length); } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if(msEvent == MasterServerEvent.RegistrationSucceeded) Debug.Log("Server Registered"); if(msEvent == MasterServerEvent.HostListReceived) Debug.Log("Hosts Refreshed"); hostsUpdated = true; }
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"); }
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."); } }
private void OnMasterServerEvent(MasterServerEvent masterServerEvent) { switch(masterServerEvent) { case MasterServerEvent.HostListReceived: availableServers = MasterServer.PollHostList(); break; default: break; } }
// 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; } }
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); } }
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); } } } }
void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.HostListReceived) hostList = MasterServer.PollHostList(); if(hostList != null && hostList.Length >0) { JoinServer(hostList[0]); } else { StartServer(); } }
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); }
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); } }
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(); }
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); } } }
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; } }
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); } } }
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; } }