コード例 #1
0
ファイル: GameApp.cs プロジェクト: bullfrognz/Hocus-Pocus
    public bool CreateGame(string _sServerName, string _sHostUsername)
    {
        m_sUsername   = _sHostUsername;
        m_sServerName = _sServerName;


        bool bReturn = false;
        bool bUseNat = !Network.HavePublicAddress();


        NetworkConnectionError eConnectionError = Network.InitializeServer((int)Server.ESettings.CONNECTIONS_MAX, (int)Server.ESettings.PORT, bUseNat);


        if (eConnectionError != NetworkConnectionError.NoError)
        {
            DisplayError("Failed to initialise server: " + eConnectionError.ToString(), 3);
        }
        else
        {
            bReturn = true;
        }


        return(bReturn);
    }
コード例 #2
0
    void OnGUI()
    {
        GUILayout.BeginScrollView(Vector2.zero, GUILayout.Width(200), GUILayout.Height(500));
        GUILayout.Box(message);

        if (GUILayout.Button("连接服务器"))
        {
            NetworkConnectionError err = Network.Connect("127.0.0.1", 9514);
            Log(err.ToString());
        }

        if (GUILayout.Button("开启服务器"))
        {
            Network.InitializeServer(1, 9514, false);
        }
        if (GUILayout.Button("回复水晶"))
        {
            Camera.main.SendMessage("restoreCost", 1);
        }
        if (GUILayout.Button("增加水晶上限"))
        {
            Camera.main.SendMessage("addCostMax");
        }
        if (GUILayout.Button("抽牌"))
        {
            Camera.main.SendMessage("draw");
        }
        GUILayout.EndScrollView();
    }
コード例 #3
0
 void Initialize()
 {
     networkError = Network.InitializeServer(32, portNo, !Network.HavePublicAddress());
     message      = networkError.ToString();
     Network.InitializeServer(32, portNo, !Network.HavePublicAddress());
     isInitializing = false;
 }
コード例 #4
0
    void OnFailedToConnect(NetworkConnectionError error)
    {
        if(Preloading)
            Preloading.SetActive(false);

        if (TextInfo)
            TextInfo.text = error.ToString ();
    }
コード例 #5
0
    void OnFailedToConnectToMasterServer(NetworkConnectionError info)
    {
        if(Preloading)
            Preloading.SetActive(false);

        if (TextInfo)
            TextInfo.text = info.ToString ();
    }
コード例 #6
0
    void StartCreat()
    {
        if (bIsLinkServer)
        {
            bIsLinkServer = false;
            if (FreeModeCtrl.IsServer)
            {
                FreeModeCtrl.CheckIsHavePlayerIp();
                //ScreenLog.Log("start create to server...");
                string passwordStr = "Movie";
                if (Application.loadedLevelName != GameLeve.Movie.ToString())
                {
                    passwordStr = "LinkGame";
                }

                NetworkConnectionError error = NetworkConnectionError.CreateSocketOrThreadFailure;
                if (NetCtrlScript == null || (NetCtrlScript != null && NetCtrlScript.IsServerPort))
                {
                    error = Network.InitializeServer(30, port, true);
                    Network.incomingPassword = passwordStr;
                }

                ScreenLog.Log("NetworkServerNet -> current level is " + Application.loadedLevelName
                              + ", password " + passwordStr);
                //ScreenLog.Log("creat server: info is " + error);
                if (error.ToString() != "NoError")
                {
                    bIsLinkServer = true;
                }
            }
            else if (!FreeModeCtrl.IsServer)
            {
                if (Application.loadedLevel < (int)GameLeve.Leve3)
                {
                    TimeLinkServer += Time.deltaTime;
                    if (TimeLinkServer < 3.0f)
                    {
                        bIsLinkServer = true;
                        return;
                    }
                    TimeLinkServer = 0.0f;
                }
                FreeModeCtrl.CheckIsHavePlayerIp();

                if (NetCtrlScript == null || (NetCtrlScript != null && NetCtrlScript.GetIsConnectServer()))
                {
                    string passwordStr = "Movie";
                    if (Application.loadedLevelName != GameLeve.Movie.ToString())
                    {
                        passwordStr = "LinkGame";
                    }
                    ScreenLog.Log("start connect to server -> current level is " + Application.loadedLevelName
                                  + ", password " + passwordStr + ", connectIp " + ip);
                    Network.Connect(ip, port, passwordStr);
                }
            }
        }
    }
コード例 #7
0
    public void CreateServer()
    {
        NetworkConnectionError error = Network.InitializeServer(MAXPLAYERS - 1, PORT, false);

        if (error != NetworkConnectionError.NoError)
        {
            throw new Exception(error.ToString());
        }
    }
コード例 #8
0
ファイル: NetManager.cs プロジェクト: zoqiushui/Six
    /// <summary>
    /// 某个原因连接失败 在客服端调用这个函数
    /// </summary>
    /// <param name="error"></param>
    void OnFailedToConnect(NetworkConnectionError error)
    {
        BluetoothMultiplayerAndroid.Disconnect();

        GameUIManager.Instance.OpenMain();
        GameManager.Instance.DestroyAllQizhi();

        MyLog.Instance.Log("服务器连接失败" + error.ToString());
    }
コード例 #9
0
    public void JoinMatch(string ip)
    {
        NetworkConnectionError error = Network.Connect(ip, PORT);

        if (error != NetworkConnectionError.NoError)
        {
            throw new Exception(error.ToString());
        }
    }
        /// <summary>
        /// Returns a string representing a <see cref="uLink.NetworkConnectionError"/>
        /// </summary>
        /// <param name="error"></param>
        /// <returns></returns>
        public static string GetErrorString(NetworkConnectionError error)
        {
            switch (error)
            {
            case NetworkConnectionError.InternalDirectConnectFailed: return("Internal Failure");

            case NetworkConnectionError.EmptyConnectTarget: return("Empty Target");

            case NetworkConnectionError.IncorrectParameters: return("Incorrect Parameters");

            case NetworkConnectionError.CreateSocketOrThreadFailure: return("Socket Failure");

            case NetworkConnectionError.AlreadyConnectedToAnotherServer: return("Already Connected");

            case NetworkConnectionError.NoError: return("No Error");

            case NetworkConnectionError.ConnectionFailed: return("Connection Failed");

            case NetworkConnectionError.TooManyConnectedPlayers: return("Too Many Players");

            case NetworkConnectionError.LimitedPlayers: return("Limited Players");

            case NetworkConnectionError.RSAPublicKeyMismatch: return("Public Key Mismatch");

            case NetworkConnectionError.ConnectionBanned: return("Connection Banned");

            case NetworkConnectionError.InvalidPassword: return("Invalid Password");

            case NetworkConnectionError.NATTargetNotConnected: return("NAT Target Not Connected");

            case NetworkConnectionError.NATTargetConnectionLost: return("NAT Target Connection Lost");

            case NetworkConnectionError.ConnectionTimeout: return("Connection Timeout");

            case NetworkConnectionError.IsAuthoritativeServer: return("Authoritative Server");

            case NetworkConnectionError.ProxyTargetNotConnected: return("Proxy Target Not Connected");

            case NetworkConnectionError.ProxyTargetNotRegistered: return("Proxy Target Not Registered");

            case NetworkConnectionError.ProxyServerNotEnabled: return("Proxy Server Not Enabled");

            case NetworkConnectionError.ProxyServerOutOfPorts: return("Proxy Server Out Of Ports");

            case NetworkConnectionError.IncompatibleVersions: return("Incompatible uLink versions");

            default:
                if (error >= NetworkConnectionError.UserDefined1)
                {
                    return("User Defined " + (error - NetworkConnectionError.UserDefined1 + 1));
                }
                break;
            }

            return(error.ToString());
        }
コード例 #11
0
ファイル: Lobby.cs プロジェクト: SeruK/DreamHackathon
    void OnFailedToConnect(NetworkConnectionError in_error)
    {
        if (!connecting)
        {
            return;
        }

        networkErrorString = in_error.ToString();
        connecting         = false;
    }
コード例 #12
0
    void OnFailedToConnect(NetworkConnectionError error)
    {
        Debug.Log("OnFailedToConnect " + error);

        connectionError    = error;
        connectionErrorMsg = error.ToString();
        guiMode            = GUIDrawMode.ConnectionError;

        connecting = false;
    }
コード例 #13
0
    public void ConnectToHost(HostData host)
    {
        Debug.Log("Connecting to " + host.gameName);
        NetworkConnectionError nce = Network.Connect(host, password);

        if (nce.ToString() != "NoError")
        {
            Debug.Log(nce);
        }
    }
    void StartCreat()
    {
//		if (Application.loadedLevel != (int)GameLevel.Movie) {
//			return;
//		}

        if (!bIsLinkServer)
        {
            return;
        }
        bIsLinkServer = false;

        if (GameModeCtrl.ModeVal != GameMode.LianJi)
        {
            return;
        }

        if (GameTypeCtrl.IsServer)
        {
            NetworkConnectionError error = NetworkConnectionError.CreateSocketOrThreadFailure;
            error = Network.InitializeServer(30, port, true);
            if (Application.loadedLevel == (int)GameLevel.Movie)
            {
                Network.incomingPassword = ServerPassword.XKMovie.ToString();
            }
            else
            {
                Network.incomingPassword = ServerPassword.XKGame.ToString();
            }
            ScreenLog.Log("start create to server, Password " + Network.incomingPassword);

            //ScreenLog.Log("NetworkServerNet -> current level is " + Application.loadedLevelName);
            ScreenLog.Log("creat server: info is " + error);
            if (error.ToString() != "NoError")
            {
                bIsLinkServer = true;
            }
        }
        else
        {
            if (!IsActiveClient)
            {
                return;
            }

            string passwordVal = ServerPassword.XKMovie.ToString();
            if (Application.loadedLevel > (int)GameLevel.Movie)
            {
                passwordVal = ServerPassword.XKGame.ToString();
            }
            ScreenLog.Log("start connect to server, password " + passwordVal);
            Network.Connect(ip, port, passwordVal);
        }
    }
コード例 #15
0
ファイル: NetworkConnect.cs プロジェクト: DevZhav/The-Forest
        public override void OnEnter()
        {
            NetworkConnectionError networkConnectionError = Network.Connect(this.remoteIP.Value, this.remotePort.Value, this.password.Value);

            if (networkConnectionError != NetworkConnectionError.NoError)
            {
                this.errorString.Value = networkConnectionError.ToString();
                base.LogError(this.errorString.Value);
                base.Fsm.Event(this.errorEvent);
            }
            base.Finish();
        }
コード例 #16
0
    // ================================================================================= //

    public void StartServer()
    {
        NetworkConnectionError error = Network.InitializeServer(maxPlayers, port, useNAT);

        if (error == NetworkConnectionError.NoError)
        {
            MasterServer.RegisterHost("AutoMotiveRC", "Game1", "Open Game");
        }
        else
        {
            Debug.LogError("Error on network initializing: [" + error.ToString() + "]");
        }
    }
コード例 #17
0
    public void PlayerRequestsToJoinGame(string IP, string name, int port)
    {
        ownName = name;
        Debug.Log("Attempting to connect to server at: " + IP.ToString() + ", at port: " + port);
        NetworkConnectionError error = Network.Connect(IP, port);

        ChangeGameState(GameState.AttemptingConnect);

        if (error != NetworkConnectionError.NoError)
        {
            Debug.LogWarning("Couldn't Connect: " + error.ToString());
        }
    }
コード例 #18
0
 private void OnFailedToConnect(NetworkConnectionError error)
 {
     if (error == NetworkConnectionError.NoError)
     {
         print("Udało się");
         blad = false;
     }
     else
     {
         print("BŁOND");
         blad = true;
     }
     print(error.ToString());
 }
コード例 #19
0
    public void OnGUI()
    {
        if (Network.isServer)
        {
            GUILayout.Label("Running as server.");
        }
        else if (Network.isClient)
        {
            GUILayout.Label("Running as client.");
        }

        if (Network.isClient || Network.isServer)
        {
            if (GUI.Button(new Rect(50f, 50f, 150f, 30f), "Disconnect"))
            {
                UnitManager.DestroyAllUnits(Network.connections);
                Network.Disconnect();
                MasterServer.UnregisterHost();
            }
        }

        if (!Network.isClient && !Network.isServer)
        {
            GUILayout.Label("Doing nothing.");

            if (GUI.Button(new Rect(50f, 50f, 150f, 30f), "Start New Server"))
            {
                this.StartServer();
            }
            else if (GUI.Button(new Rect(50f, 90f, 150f, 30f), "Refresh Server List"))
            {
                this.StartCoroutine(CR_RefreshHostList());
            }

            if (HostDataArray != null)
            {
                for (int i = 0; i < HostDataArray.Length; i++)
                {
                    if (GUI.Button(new Rect(Screen.width / 2f, 65f + (30f * i), 300f, 30f), HostDataArray[i].gameName))
                    {
                        NetworkConnectionError Error = Network.Connect(HostDataArray[i]);
                        if (Error != NetworkConnectionError.NoError)
                        {
                            Debug.Log("Error: " + Error.ToString());
                        }
                    }
                }
            }
        }
    }
コード例 #20
0
    /**
     * Start hosting the server and accepting connections
     */
    public void StartServer(string pRoomName, Action pStartServerCallback)
    {
        mStartServerCallback = pStartServerCallback;

        NetworkConnectionError e = Network.InitializeServer(mGame.uStations.Count - 2, SERVER_PORT, !Network.HavePublicAddress());           // -1 is for Random, another is because I dunno but it adds up - TODO: Come back to this

        if (e != NetworkConnectionError.NoError)
        {
            mErrorPanel.ShowError(e.ToString());
            ReturnToMainMenu();
            return;
        }
        uRoomName = pRoomName;
        StopGame();          // This registers everything with hte server - we're accepting new people
    }
コード例 #21
0
    public void StartServer(int port)
    {
        log += "Starting server at port " + port + "...";
        NetworkConnectionError e = Network.InitializeServer(32, port, false);

        if (e == NetworkConnectionError.NoError)
        {
            chatEnabled = true;
            log        += "Done.\n";
        }
        else
        {
            log += "ERROR: " + e.ToString() + "\n";
        }

        networkView.RPC("RegisterPlayer", RPCMode.AllBuffered, Network.player);
    }
コード例 #22
0
 // Starts the server, initialises network interface and makes a registration call to the Master Server
 public void StartServer(string gameName, string gameDescription)
 {
     if (!Network.isServer && !Network.isClient)
     {
         GameName        = gameName;
         GameDescription = gameDescription;
         NetworkConnectionError error = Network.InitializeServer(Constants.GAME_MAX_PLAYERS, 25000, !Network.HavePublicAddress());
         if (error == NetworkConnectionError.NoError)
         {
             MasterServer.RegisterHost(gameTypeName, GameName, GameDescription);
         }
         else
         {
             Debug.Log("Failed to initialize server: " + error.ToString());
         }
     }
 }
コード例 #23
0
ファイル: NetworkManager.cs プロジェクト: Horsuna/server
    public void OnFailedToConnect(NetworkConnectionError data)
    {
        string lower = data.ToString().ToLower();

        if (lower == "toomanyconnectedplayers")
        {
            NetworkEvents.triggerOnFailed(2);
        }
        else if (lower != "invalidpassword")
        {
            NetworkEvents.triggerOnFailed(0);
        }
        else
        {
            NetworkEvents.triggerOnFailed(1);
        }

        NetworkTools.disconnect();
    }
コード例 #24
0
ファイル: MenuMain.cs プロジェクト: MlCHAEL/Sanicball
    public void StartServer()
    {
        message = "";
        //Check if the port is a number
        int realPort;

        if (!int.TryParse(port, out realPort))
        {
            message = "Port needs to be a number!";
            return;
        }
        //Check if we're already trying to join a server
        if (GameObject.FindObjectOfType <Server>() != null)
        {
            message = "You're already trying to start or join a server!";
            return;
        }
        message = "@spinner/Starting server..";
        int    realMaxPlayers = (int)maxPlayers;
        Server s = (Server)GameObject.Instantiate(serverObject);

        s.settings.gameName   = gameName;
        s.settings.port       = realPort;
        s.settings.maxPlayers = realMaxPlayers;
        //s.settings.showOnList = showOnList;
        NetworkConnectionError connectionError = s.StartServer(addToServerList);

        if (connectionError != NetworkConnectionError.NoError)           //We have an error!
        {
            GameObject.Destroy(s.gameObject);
            switch (connectionError)
            {
            case NetworkConnectionError.CreateSocketOrThreadFailure:
                message = "This port is already in use.";
                break;

            default:
                message = "An error occurred (" + connectionError.ToString() + ")";
                break;
            }
        }
    }
コード例 #25
0
        public override void OnEnter()
        {
            Network.incomingPassword = this.incomingPassword.Value;
            if (this.useSecurityLayer.Value)
            {
                Network.InitializeSecurity();
            }
            if (this.runInBackground.Value)
            {
                Application.runInBackground = true;
            }
            NetworkConnectionError networkConnectionError = Network.InitializeServer(this.connections.Value, this.listenPort.Value, this.useNAT.Value);

            if (networkConnectionError != NetworkConnectionError.NoError)
            {
                this.errorString.Value = networkConnectionError.ToString();
                base.LogError(this.errorString.Value);
                base.Fsm.Event(this.errorEvent);
            }
            base.Finish();
        }
コード例 #26
0
    void OnGUI()
    {
        GUI.Box(new Rect(10, 10, 200, 200), "Loader Menu");
        GUI.Label(new Rect(15, 30, 90, 20), "Port");
        string newPort = GUI.TextField(new Rect(50, 30, 90, 20), ListenPort.ToString(), 5);

        newPort = Regex.Replace(newPort, @"[^0-9]", "");
        if (newPort != "")
        {
            ListenPort = int.Parse(newPort);
        }

        connectIP = GUI.TextField(new Rect(50, 180, 90, 20), connectIP, 30);
        connectIP = Regex.Replace(connectIP, @"[^0-9 .]", "");


        if (GUI.Button(new Rect(20, 70, 80, 20), "Server"))
        {
            Network.Disconnect();
            NetworkConnectionError error = Network.InitializeServer(32, ListenPort, false);
            if (error != NetworkConnectionError.NoError)
            {
                text = error.ToString();
            }
        }

        // Make the second button.
        if (GUI.Button(new Rect(20, 100, 80, 20), "Client"))
        {
            Network.Disconnect();
            text = "Connecting to " + connectIP;
            NetworkConnectionError error = Network.Connect(connectIP, ListenPort);
            if (error != NetworkConnectionError.NoError)
            {
                text = error.ToString();
            }
        }
        GUI.Label(new Rect(15, 120, 500, 20), text);
        GUI.Label(new Rect(15, 140, 500, 20), text2);
    }
コード例 #27
0
ファイル: NetworkServer.cs プロジェクト: zookae/Microgames
    //won't actually start server until connection test is done
    public void StartServer()
    {
        //the EASY way, which has drawbacks. //http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
        //server_use_NAT = !Network.HavePublicAddress(); // Use NAT punchthrough if no public IP present

        //the HARD way, which can be slower but more robust. //http://docs.unity3d.com/Documentation/ScriptReference/Network.TestConnection.html
        DebugConsole.Log("NetworkServer.StartServer()");

        if (NetworkUtils.ConnectionTester.isDoneTesting())
        {
            SERVER_USE_NAT = NetworkUtils.ConnectionTester.useNat;
            NetworkConnectionError error = Network.InitializeServer(SERVER_MAX_CONNECTIONS, SERVER_LISTEN_PORT, SERVER_USE_NAT);
            if (error != NetworkConnectionError.NoError)
            {            //something bad has happened
                Debug.LogError("Error initializing server: " + error.ToString());
            }
            //MasterServer.RegisterHost( server_gameTypeName, server_gameName, server_gameComment );
            DebugConsole.Log("Server initialized.");
        }
        else
        {
            DebugConsole.Log("Not done testing connection.");
        }
    }
コード例 #28
0
    private void OnGUI()
    {
        if (connected)
        {
            if (Network.isServer)
            {
                GUILayout.Label("Connections: " + Network.connections.Length);
            }

            return;
        }

        if (GUILayout.Button("Host"))
        {
            NetworkConnectionError error = Network.InitializeServer(32, port, true);
            if (error != NetworkConnectionError.NoError)
            {
                Debug.LogError(error.ToString());
                return;
            }

            connected = true;
        }

        if (GUILayout.Button("Connect"))
        {
            NetworkConnectionError error = Network.Connect(host, port);
            if (error != NetworkConnectionError.NoError)
            {
                Debug.LogError(error.ToString());
                return;
            }

            connected = true;
        }
    }
コード例 #29
0
 private void CreateServer(string serverTitle, string password, int maxPlayerCount)
 {
     Network.InitializeSecurity();
     try
     {
         var networkingManager = G.Sys.NetworkingManager_;
         networkingManager.password_    = password;
         networkingManager.serverTitle_ = serverTitle;
         G.Sys.GameData_.SetString("ServerTitleDefault", networkingManager.serverTitle_);
         networkingManager.maxPlayerCount_ = maxPlayerCount;
         G.Sys.GameData_.SetInt("MaxPlayersDefault", networkingManager.maxPlayerCount_);
         int num         = 1;
         int connections = networkingManager.maxPlayerCount_ - num;
         NetworkConnectionError networkConnectionError = Network.InitializeServer(connections, 32323, true);
         if (networkConnectionError != NetworkConnectionError.NoError)
         {
             G.Sys.MenuPanelManager_.ShowError("Error code: " + networkConnectionError.ToString(), "Failed to start server", null, UIWidget.Pivot.Center);
         }
     }
     catch (Exception ex)
     {
         Debug.LogError(ex.Message);
     }
 }
コード例 #30
0
ファイル: MClass.cs プロジェクト: vonhacker/counterstrike
 void OnFailedToConnect(NetworkConnectionError info)
 {
     Log(info.ToString());
 }
コード例 #31
0
ファイル: DTRM.cs プロジェクト: golergka/KingOfCastles
 private void OnFailedToConnect(NetworkConnectionError connectionError)
 {
     this.connectionError = connectionError.ToString();
 }
コード例 #32
0
	void OnFailedConnection (NetworkConnectionError error)
	{
		Debug.Log ("Failed to connect to server: " + error.ToString());
	}
コード例 #33
0
ファイル: MultiPlayer.cs プロジェクト: MizzKii/WarB
	void OnFailedToConnect(NetworkConnectionError error) {
		Debug.Log("Could not connect to server: " + error);
		state = GameState.Error;
		errorLog = error.ToString();
		Network.Disconnect();
	}
コード例 #34
0
    void OnFailedToConnect(NetworkConnectionError error)
    {
        Debug.Log("OnFailedToConnect " + error);

        connectionError = error;
        connectionErrorMsg = error.ToString();
        guiMode = GUIDrawMode.ConnectionError;

        connecting = false;
    }
コード例 #35
0
 void OnFailedToConnect(NetworkConnectionError error)
 {
     // If we can't connect, tell the user why
     chatBoard.ReceiveMessage("Error: " + error.ToString() + "\n");
 }
コード例 #36
0
ファイル: MenuGUI.cs プロジェクト: marshl/Leviathan2
 public void OnFailedToConnect( NetworkConnectionError _info )
 {
     this.StartMessagePopup( _info.ToString(), "Close" );
     this.state = STATE.MAIN;
 }
コード例 #37
0
ファイル: Menu.cs プロジェクト: Blurift/Instincts
	void OnFailedToConnect(NetworkConnectionError error) 
	{
		CurrentScreen = ScreenType.Error;
		ScreenMessage = "Could not connect to server. " + error.ToString ();
		Logger.Write (ScreenMessage);
	}
コード例 #38
0
ファイル: CamManager.cs プロジェクト: Jonas90/iss
 /// <summary>
 /// If connection failed tell us why, but don't crash...
 /// </summary>
 /// <param name="error">
 /// A <see cref="NetworkConnectionError"/>
 /// </param>
 void OnFailedToConnect(NetworkConnectionError error)
 {
     Logger.LogError("OnFailedToConnect: " + error.ToString());
 }
コード例 #39
0
ファイル: GamesManager.cs プロジェクト: frizac-b/gladiawar
 // Message from Network
 void OnFailedToConnect(NetworkConnectionError error)
 {
     LogError("Impossible de se connecter au serveur " + data.gameIp[0] + " ; " + error.ToString());
 }
コード例 #40
0
 void OnFailedToConnectToMasterServer(NetworkConnectionError error)
 {
     // TODO: We should probably do stuff here someday
     Debug.Log("Failed to connect to the master server! " + error.ToString());
 }
コード例 #41
0
    void MainMenuWindow(int windowID)
    {
        if (connecting) GUI.enabled = false;

        guiMainMode = GUILayout.Toolbar (guiMainMode, guiMainCategories);

        GUILayout.Space (15);

        switch (guiMainMode) {
        case 0:
            GUILayout.Label ("Enter your player name");
            m_playerName = GUILayout.TextField (m_playerName);

            if (Application.isWebPlayer == false && Application.isEditor == false) {
                GUILayout.Space (5);

                if (GUILayout.Button ("Exit Game", GUILayout.Height (60))) {
                    Application.Quit ();
                }
            }
            break;

        case 1:
            GUILayout.Label ("Enter a name for your server");
            m_serverName = GUILayout.TextField (m_serverName);

            GUILayout.Space (5);

            GUILayout.Label ("Server Port");
            m_serverPort = int.Parse (GUILayout.TextField (m_serverPort.ToString ()));

            GUILayout.Space (5);

            GUILayout.Label ("Max Players");
            m_serverPlayerLimit = int.Parse (GUILayout.TextField (m_serverPlayerLimit.ToString ()));

            GUILayout.Space (5);

            GUILayout.Label ("Put in a password for your server (optional)");
            m_serverPassword = GUILayout.TextField (m_serverPassword);

            GUILayout.Space (5);

            m_serverDedicated = GUILayout.Toggle (m_serverDedicated, "Dedicated Server?");

            GUILayout.Space (10);

            if (GUILayout.Button ("Start my server", GUILayout.Height (25))) {
                connecting = true;

                connectionError = StartServer ();

                switch (connectionError) {
                case NetworkConnectionError.NoError:
                    break;

                default:
                    connectionErrorMsg = connectionError.ToString();
                    guiMode = GUIDrawMode.ConnectionError;
                    break;
                }
            }
            break;

        case 2:
            GUILayout.Label ("Type in Server IP");
            m_joinServerIP = GUILayout.TextField (m_joinServerIP);

            GUILayout.Space (5);

            GUILayout.Label ("Server Port");
            m_joinServerPort = int.Parse (GUILayout.TextField (m_joinServerPort.ToString ()));

            GUILayout.Space (5);

            GUILayout.Label("Server Password");
            m_joinServerPassword = GUILayout.TextField (m_joinServerPassword);

            GUILayout.Space (10);

            if (GUILayout.Button ("Connect", GUILayout.Height (25))) {
                connecting = true;

                connectionError = JoinServerByIP ();

                Debug.Log(connectionError);

                switch (connectionError) {
                case NetworkConnectionError.NoError:
                    break;

                default:
                    connectionErrorMsg = connectionError.ToString();
                    guiMode = GUIDrawMode.ConnectionError;
                    break;
                }
            }
            break;

        default:
            break;
        }

        if (connecting) GUI.enabled = true;
    }
コード例 #42
0
ファイル: NetworkManager.cs プロジェクト: tmvlem2926/006762
 // 서버 접속에 실패했다.
 void OnFailedToConnect(NetworkConnectionError error)
 {
     Debug.Log("FailedToConnect: " + error.ToString());
     status = Status.ConnectToServerFailed;
 }
コード例 #43
0
ファイル: Menu.cs プロジェクト: ConnectDeveloper01/dorumon
 void OnFailedToConnect(NetworkConnectionError error)
 {
     printC(lc.clnt .ToString() + error.ToString().Replace("InvalidPassword", lc.gald .ToString()));
 }
コード例 #44
0
 void OnFailedToConnect( NetworkConnectionError error )
 {
     Debug.Log( "Failed to connect: " + error.ToString() ); // при ошибке подключения к серверу выводим саму ошибку
 }
コード例 #45
0
	void OnFailedToConnectToMasterServer (NetworkConnectionError info) {
		print (info.ToString());
	}
コード例 #46
0
 void OnFailedToConnect(NetworkConnectionError error)
 {
     // If we can't connect, tell the user why
     errorText.text = "Error: "+error.ToString()+"\n" +errorText.text;
 }
コード例 #47
0
 void OnFailedToConnect(NetworkConnectionError error)
 {
     // If we can't connect, tell the user why
     errorText.text = "Error: " + error.ToString() + "\n" + errorText.text;
 }
コード例 #48
0
ファイル: NetworkManager.cs プロジェクト: gilbutITbook/006762
 // 서버 접속에 실패했다.
 void OnFailedToConnect(NetworkConnectionError error)
 {
     Debug.Log("FailedToConnect: " + error.ToString());
     status = Status.ConnectToServerFailed;
 }
コード例 #49
0
 void OnFailedToConnect(NetworkConnectionError error)
 {
     if (autoRetryCount <= retryCount) {
         SetStatusText ("Connection to server failed\nError: " + error.ToString() + "\nretry #" + autoRetryCount);
         runRetry = true;
         retryTimer = retryMinTime + (Mathf.Min(autoRetryCount * retryMinTime, retryMaxTime));
     } else {
         //retry count max reached, stop
         SetStatusText ("Connection to server failed\nError: " + error.ToString() + "\nmax retries reached #" + autoRetryCount);
         autoRetryCount = 0;		//reset for next call to Connect();
     }
     autoRetryCount++;
 }
コード例 #50
0
ファイル: GamesManager.cs プロジェクト: frizac-b/gladiawar
    // Message from MasterServer
    void OnFailedToConnectToMasterServer(NetworkConnectionError error)
    {
        LogError("Le MasterServer ne repond pas. Listage des parties impossible : " + error.ToString());

        /*
         * BUG: Masterserver n'est plus op après une erreur
        if (MasterServerIpCounter > data.masterServerIp.Length)
            LogError("Le MasterServer ne repond pas sur aucune adresse. Listage des parties impossible : " + error.ToString());
        else
        {
            string newIP = data.masterServerIp[MasterServerIpCounter];

            LogWarning("Impossible de joindre le MasterServer sur " + MasterServer.ipAddress + " : Nouvelle tentative sur " + newIP);
            MasterServer.ipAddress = newIP;
            ++MasterServerIpCounter;
            MasterServer.ClearHostList();
            MasterServer.RequestHostList(data.gameType);
        }
        */
    }