void OnConnectedToServer() { // Called on the client when you have successfully connected to a server. Debug.Log("You have Connected"); // We are connected this.IsConnected = true; // Add yourself to the player list this.playerManager.GenerateSelf(); // handle errors NetworkConnectionErrorResponse response = new NetworkConnectionErrorResponse(); response.noErrorsYet = true; response.ableToConnectYet = true; this.OnAsyncConnectInfoEvent(response); // Put the player in the game if the game is already going if (this.gameManager.GameStatus == GameManager.GameState.started) { this.playerManager.SpawnPlayer("self"); } }
public NetworkConnectionErrorResponse GetResponseFromNetworkConnectionError(NetworkConnectionError connectError) { NetworkConnectionErrorResponse response = new NetworkConnectionErrorResponse(); string message = ""; if (connectError == NetworkConnectionError.NoError) { message = "Connected to Server"; response.noErrorsYet = true; } else if (connectError == NetworkConnectionError.RSAPublicKeyMismatch) { message = "RSA public key did not match what the system we connected to is using."; } else if (connectError == NetworkConnectionError.InvalidPassword) { message = "Invalid Password. Could not connect to server"; } else if (connectError == NetworkConnectionError.ConnectionFailed) { message = "Could not connect to server"; } else if (connectError == NetworkConnectionError.TooManyConnectedPlayers) { message = "Server Full. Could not connect to server"; } else if (connectError == NetworkConnectionError.ConnectionBanned) { message = "You are banned from the system we attempted to connect to (likely temporarily)."; } else if (connectError == NetworkConnectionError.AlreadyConnectedToServer) { message = "You are already connected to this particular server (can happen after fast disconnect/reconnect)."; } else if (connectError == NetworkConnectionError.AlreadyConnectedToAnotherServer) { message = "Already Connected to a Server"; } else if (connectError == NetworkConnectionError.CreateSocketOrThreadFailure) { message = "Internal error while attempting to initialize network interface. Socket possibly already in use."; } else if (connectError == NetworkConnectionError.IncorrectParameters) { message = "Incorrect parameters given to Connect function"; } else if (connectError == NetworkConnectionError.EmptyConnectTarget) { message = "No host target given in Connect"; } else if (connectError == NetworkConnectionError.InternalDirectConnectFailed) { message = "You could not connect internally to same network NAT enabled server."; } else if (connectError == NetworkConnectionError.NATTargetNotConnected) { message = "The NAT target you are trying to connect to is not connected to the facilitator server."; } else if (connectError == NetworkConnectionError.NATTargetConnectionLost) { message = "Connection lost while attempting to connect to NAT target."; } else if (connectError == NetworkConnectionError.NATPunchthroughFailed) { message = "NAT punchthrough attempt has failed. Could not connect to server"; } response.message = message; return(response); }
public NetworkConnectionErrorResponse GetResponseFromNetworkConnectionError(NetworkConnectionError connectError) { NetworkConnectionErrorResponse response = new NetworkConnectionErrorResponse(); string message = ""; if(connectError == NetworkConnectionError.NoError) { message = "Connected to Server"; response.noErrorsYet = true; } else if(connectError == NetworkConnectionError.RSAPublicKeyMismatch) { message = "RSA public key did not match what the system we connected to is using."; } else if(connectError == NetworkConnectionError.InvalidPassword) { message = "Invalid Password. Could not connect to server"; } else if(connectError == NetworkConnectionError.ConnectionFailed) { message = "Could not connect to server"; } else if(connectError == NetworkConnectionError.TooManyConnectedPlayers) { message = "Server Full. Could not connect to server"; } else if(connectError == NetworkConnectionError.ConnectionBanned) { message = "You are banned from the system we attempted to connect to (likely temporarily)."; } else if(connectError == NetworkConnectionError.AlreadyConnectedToServer) { message = "You are already connected to this particular server (can happen after fast disconnect/reconnect)."; } else if(connectError == NetworkConnectionError.AlreadyConnectedToAnotherServer) { message = "Already Connected to a Server"; } else if(connectError == NetworkConnectionError.CreateSocketOrThreadFailure) { message = "Internal error while attempting to initialize network interface. Socket possibly already in use."; } else if(connectError == NetworkConnectionError.IncorrectParameters) { message = "Incorrect parameters given to Connect function"; } else if(connectError == NetworkConnectionError.EmptyConnectTarget) { message = "No host target given in Connect"; } else if(connectError == NetworkConnectionError.InternalDirectConnectFailed) { message = "You could not connect internally to same network NAT enabled server."; } else if(connectError == NetworkConnectionError.NATTargetNotConnected) { message = "The NAT target you are trying to connect to is not connected to the facilitator server."; } else if(connectError == NetworkConnectionError.NATTargetConnectionLost) { message = "Connection lost while attempting to connect to NAT target."; } else if(connectError == NetworkConnectionError.NATPunchthroughFailed) { message = "NAT punchthrough attempt has failed. Could not connect to server"; } response.message = message; return response; }
void OnConnectedToServer() { // Called on the client when you have successfully connected to a server. Debug.Log("You have Connected"); // We are connected this.IsConnected = true; // Add yourself to the player list this.playerManager.GenerateSelf(); // handle errors NetworkConnectionErrorResponse response = new NetworkConnectionErrorResponse(); response.noErrorsYet = true; response.ableToConnectYet = true; this.OnAsyncConnectInfoEvent(response); // Put the player in the game if the game is already going if(this.gameManager.GameStatus == GameManager.GameState.started) this.playerManager.SpawnPlayer("self"); }