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); }
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(); }
void Initialize() { networkError = Network.InitializeServer(32, portNo, !Network.HavePublicAddress()); message = networkError.ToString(); Network.InitializeServer(32, portNo, !Network.HavePublicAddress()); isInitializing = false; }
void OnFailedToConnect(NetworkConnectionError error) { if(Preloading) Preloading.SetActive(false); if (TextInfo) TextInfo.text = error.ToString (); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { if(Preloading) Preloading.SetActive(false); if (TextInfo) TextInfo.text = info.ToString (); }
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); } } } }
public void CreateServer() { NetworkConnectionError error = Network.InitializeServer(MAXPLAYERS - 1, PORT, false); if (error != NetworkConnectionError.NoError) { throw new Exception(error.ToString()); } }
/// <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()); }
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()); }
void OnFailedToConnect(NetworkConnectionError in_error) { if (!connecting) { return; } networkErrorString = in_error.ToString(); connecting = false; }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("OnFailedToConnect " + error); connectionError = error; connectionErrorMsg = error.ToString(); guiMode = GUIDrawMode.ConnectionError; connecting = false; }
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); } }
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(); }
// ================================================================================= // 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() + "]"); } }
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()); } }
private void OnFailedToConnect(NetworkConnectionError error) { if (error == NetworkConnectionError.NoError) { print("Udało się"); blad = false; } else { print("BŁOND"); blad = true; } print(error.ToString()); }
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()); } } } } } }
/** * 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 }
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); }
// 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()); } } }
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(); }
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; } } }
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(); }
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); }
//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."); } }
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; } }
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); } }
void OnFailedToConnect(NetworkConnectionError info) { Log(info.ToString()); }
private void OnFailedToConnect(NetworkConnectionError connectionError) { this.connectionError = connectionError.ToString(); }
void OnFailedConnection (NetworkConnectionError error) { Debug.Log ("Failed to connect to server: " + error.ToString()); }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); state = GameState.Error; errorLog = error.ToString(); Network.Disconnect(); }
void OnFailedToConnect(NetworkConnectionError error) { // If we can't connect, tell the user why chatBoard.ReceiveMessage("Error: " + error.ToString() + "\n"); }
public void OnFailedToConnect( NetworkConnectionError _info ) { this.StartMessagePopup( _info.ToString(), "Close" ); this.state = STATE.MAIN; }
void OnFailedToConnect(NetworkConnectionError error) { CurrentScreen = ScreenType.Error; ScreenMessage = "Could not connect to server. " + error.ToString (); Logger.Write (ScreenMessage); }
/// <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()); }
// Message from Network void OnFailedToConnect(NetworkConnectionError error) { LogError("Impossible de se connecter au serveur " + data.gameIp[0] + " ; " + error.ToString()); }
void OnFailedToConnectToMasterServer(NetworkConnectionError error) { // TODO: We should probably do stuff here someday Debug.Log("Failed to connect to the master server! " + error.ToString()); }
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; }
// 서버 접속에 실패했다. void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("FailedToConnect: " + error.ToString()); status = Status.ConnectToServerFailed; }
void OnFailedToConnect(NetworkConnectionError error) { printC(lc.clnt .ToString() + error.ToString().Replace("InvalidPassword", lc.gald .ToString())); }
void OnFailedToConnect( NetworkConnectionError error ) { Debug.Log( "Failed to connect: " + error.ToString() ); // при ошибке подключения к серверу выводим саму ошибку }
void OnFailedToConnectToMasterServer (NetworkConnectionError info) { print (info.ToString()); }
void OnFailedToConnect(NetworkConnectionError error) { // If we can't connect, tell the user why errorText.text = "Error: "+error.ToString()+"\n" +errorText.text; }
void OnFailedToConnect(NetworkConnectionError error) { // If we can't connect, tell the user why errorText.text = "Error: " + error.ToString() + "\n" + errorText.text; }
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++; }
// 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); } */ }