private void offlineBroadcast(string gameName) { networkDisc.broadcastData = gameName; networkDisc.Initialize(); networkDisc.broadcastData = gameName; networkDisc.StartAsServer(); }
public void StartGame() { isServer = true; StartHost(); MyNetDiscovery.Initialize(); MyNetDiscovery.StartAsServer(); }
void StartServer() { if (!NetworkServer.active) { NetworkServer.RegisterHandler((short)PTEvent.Connect, Handler_OnConnected); NetworkServer.RegisterHandler(MsgType.Disconnect, Handler_OnDisconnect); NetworkServer.RegisterHandler((short)PTEvent.Data, Handler_OnData); NetworkServer.RegisterHandler((short)PTEvent.Ready, Handler_OnReadyReceived); NetworkServer.RegisterHandler((short)PTEvent.ConfirmReadyReceived, Handler_OnConfirmReady); NetworkServer.Listen(PTNetwork.DEFAULT_SERVER_PORT); } PTSession newSession = new PTSession(); newSession.senderName = playerName; newSession.gameName = gameName; newSession.port = NetworkServer.listenPort; newSession.data = Encoding.Unicode.GetBytes(PTNetwork.DEFAULT_BROADCAST_DATA); if (nd.running) { nd.StopBroadcast(); } nd.broadcastData = newSession.ToString(); nd.Initialize(); nd.StartAsServer(); }
public void StartServerAndClient() { NetworkManager.singleton.StartHost(); _networkDiscovery.Initialize(); _networkDiscovery.StartAsServer(); CheckCanvasControllers(); }
public void StartGame() { isServer = true; StartHost(); GameObject gamemng = Instantiate(GameManagerPrefab, new Vector3(0, 0, 0), Quaternion.identity); NetworkServer.Spawn(gamemng); Discovery.Initialize(); Discovery.StartAsServer(); }
IEnumerator Broadcast() { yield return(new WaitUntil(() => networkFinder)); if (networkFinder.running) { networkFinder.StopBroadcast(); } yield return(new WaitUntil(() => networkFinder.Initialize())); networkFinder.broadcastData = SystemInfo.deviceName; networkFinder.StartAsServer(); }
void StartLANHost() { NetworkServer.Reset(); manager.StartHost(); if (NetworkServer.active) { Debug.Log("Server: Port = " + manager.networkPort); discovery.Initialize(); discovery.StartAsServer(); canvas.SetActive(false); preGamePlayer.SetActive(false); } }
public void StartServer() { if (!netDisc.Initialize()) { SwitchToUI(0); return; } SwitchToUI(1); netDisc.StartAsServer(); netManager.StartHost(); SwitchToUI(3); clientIndicators.SetActive(true); localClientIndicator.SetActive(false); isHost = true; }
public void StartAsServer(int port) { PortNumber = port; if (!networkDiscovery.isServer) { if (networkDiscovery.running) { networkDiscovery.StopBroadcast(); } networkDiscovery.Initialize(); networkDiscovery.StartAsServer(); MPLobbyManager.Instance.CreateServer(); GameManager.playerType = GameManager.PlayerType.Master; } }
private void Start() { netDiscovery.Initialize(); netDiscovery.StartAsClient(); connectIP.text = PlayerPrefs.GetString(IPPrefName); newWorldToggle.onValueChanged.AddListener(SetNewWorldToggle); }
IEnumerator CheckServer() { clientNetwork = gameObject.AddComponent <TestPlayerClient> (); Debug.Log("Checking for server"); yield return(new WaitForSeconds(1f)); hostDiscovered = clientNetwork.hostDiscovered; if (clientNetwork != null && !hostDiscovered) { Debug.Log("AWWW! Tragedy! Starting as Host"); clientNetwork.StopBroadcast(); Destroy(clientNetwork); yield return(null); } Debug.Log("The Server is " + serverStarted); if (!hostDiscovered && !serverStarted) { Debug.Log("No Server found. Starting as Host"); NetworkServer.Reset(); NetworkManager.singleton.StartHost(); serverNetwork = gameObject.AddComponent <NetworkDiscovery> (); serverNetwork.useNetworkManager = true; serverNetwork.GetComponent <NetworkDiscovery> ().showGUI = false; serverNetwork.Initialize(); serverNetwork.StartAsServer(); serverStarted = true; } }
void Start() { discovery.Initialize(); discovery.StartAsServer(); StartCoroutine("Initialise"); }
void Init() { networkDiscovery = gameObject.GetComponent <NetworkDiscovery> (); networkDiscovery.Initialize(); networkDiscovery.useNetworkManager = true; InvokeRepeating("RefreshServer", 0, 5); }
// Use this for initialization void Start() { GameSceneManager.JoinSuccess = false; GameSceneManager.choice = 1; discovery.Initialize(); discovery.StartAsClient(); }
// Use this for initialization void Start() { state = State.DISCONNECTED; discovery.Initialize(); StartCoroutine(EstablishConnection()); }
/// <summary> /// Es llamado cuando se pulsa el botón de iniciar Server. /// Inicializa el Broadcast y crea el Server. /// Muestra la IP del servidor /// </summary> public void StartServer() { NetworkDiscovery.Initialize(); NetworkDiscovery.StartAsServer(); NetworkManager.singleton.StartServer(); IPText.text = "Address=" + LocalIPAddress(); }
public void StartBroadcasting() { if (!discovery.running) { discovery.Initialize(); discovery.StartAsServer(); } }
public void RestartDiscovery() { if (discovery.running) { discovery.StopBroadcast(); } discoveryInit = discovery.Initialize(); }
public override void Toggle() { nd.Initialize(); nd.StartAsClient(); Debug.Log("Is running as client?: " + nd.isClient); Debug.Log("Listenning on port: " + nd.broadcastPort); closeMenu(); }
public void StartDiscoveringServer() { // Try starting the network discovery sequence. If the port is taken, go back to the menu. if (!networkDiscovery.Initialize()) { ReturnToMainMenu(); Debug.Log("Can't start the network discovery sequence.... The port is taken??"); return; } nState = NetworkState.Client; SwitchToUI(2); networkDiscovery.StartAsClient(); Debug.Log("Attempting To connect..."); }
public override void OnStartHost() { //string ipAdd = Network.player.ipAddress; //Debug.Log(ipAdd); discovery.Initialize(); discovery.StartAsServer(); }
public void StartupHost() { StartHost(); GameObject gamemng = Instantiate(GameManagerPrefab, new Vector3(0, 0, 0), Quaternion.identity); NetworkServer.Spawn(gamemng); isServer = true; Discovery.Initialize(); Discovery.StartAsServer(); /* * broadcast.StartServerBroadcast(); * if (listen.listenStarted) * { * listen.StopListenning(); * AutoConnectButton.GetComponentInChildren<Text>().text = TextManager.Instance.Search; * }*/ }
public void callback_broadcast() { NetworkDiscovery discovery = GameObject.FindObjectOfType <NetworkDiscovery>(); discovery.Initialize(); //discovery.broadcastData = "spam!"; // This is NetworkManager:localhost:7777 by default discovery.StartAsServer(); this.broadcastButton.interactable = false; }
private void OnNetworkDisconnect(NetworkMessage msg) { if (isConnected) { netManager.StopClient(); isConnected = false; elapsedTime = 0; netDiscovery.Initialize(); netDiscovery.StartAsClient(); if (connectingWindow != null) { connectingWindow.SetActive(true); } if (netDiscovery.broadcastsReceived.Count > 0) { netDiscovery.broadcastsReceived.Clear(); } } }
void Start() { #if !UNITY_EDITOR discovery.Initialize(); discovery.StartAsClient(); StartCoroutine("SetServerIP"); #else Connect(); #endif }
//public Text mapText; void Start() { netDisc = GetComponent <NetworkDiscovery> (); netDisc.Initialize(); if (lobbymanagerSingleton == null) { lobbymanagerSingleton = this; } //mapText.text = this.playScene; }
private void StartMatch(MatchingMode mode) { StopMatch(); switch (mode) { case MatchingMode.Host: _networkDiscovery.Initialize(); _networkDiscovery.StartAsServer(); NetworkManager.singleton.StartHost(); break; case MatchingMode.Client: _networkDiscovery.Initialize(); _networkDiscovery.StartAsClient(); NetworkManager.singleton.StartClient(); break; } _matchingMode = mode; }
// Starts a lan game with the client also being a server // This is what we want in most cases public void Lan_Host() { if (networkDiscovery.running) { networkDiscovery.StopBroadcast(); } if (!networkDiscovery.Initialize()) { print("Failed to start network discovery"); return; } // Check if the discovery is running is client or server mode // if it is, stop this and start again if (!networkDiscovery.isServer) { networkDiscovery.StartAsServer(); StartHost(); } }
private void SetGameVisibility(bool visible) { if (visible) { networkDiscovery.Initialize(); networkDiscovery.StartAsServer(); } else { networkDiscovery.StopBroadcast(); } }
public void Start() { (host.IP.placeholder as Text).text = Format.localIPAddress(); localDiscoveryClient = Instantiate(host.localDiscoveryPrefab).GetComponent <NetworkDiscovery>(); localDiscoveryServer = Instantiate(host.localDiscoveryPrefab).GetComponent <NetworkDiscovery>(); localDiscoveryClient.Initialize(); localDiscoveryClient.StartAsClient(); localDiscoveryClient.Subscribe <LocalNetworkDiscoveryMessage>(this); localDiscoveryServer.Initialize(); localDiscoveryServer.StartAsServer(); }
void Awake() { manager = GetComponent<NetworkManager>(); discovery = GetComponent<NetworkDiscovery>(); discovery.Initialize(); }
void Awake() { networkMatch = gameObject.AddComponent<NetworkMatch>(); networkDiscovery = gameObject.AddComponent<OverriddenNetworkDiscovery>(); networkDiscovery.showGUI = false; //networkDiscovery.useNetworkManager = false; networkDiscovery.Initialize(); }