コード例 #1
0
    public void SendPing()
    {
        StringNetworkMessage messageContainer = new StringNetworkMessage();

        messageContainer.message = "Ping!";
        client.Send(NetworkMessageIDs.StringNetworkMessage, messageContainer);
        Debug.Log(client.GetRTT());
        clientLog.Add("" + client.GetRTT());
    }
コード例 #2
0
    void OnConnected(NetworkMessage netMessage)
    {
        clientLog.Add("Connected to server: " + netMessage);
        // Do stuff when connected to the server
        StringNetworkMessage messageContainer = new StringNetworkMessage();

        messageContainer.message = "Hello server!";

        // Say hi to the server when connected
        client.Send(NetworkMessageIDs.StringNetworkMessage, messageContainer);
    }
コード例 #3
0
    void OnMessageReceived(NetworkMessage netMessage)
    {
        switch (netMessage.msgType)
        {
        case NetworkMessageIDs.StringNetworkMessage:
            StringNetworkMessage msg = netMessage.ReadMessage <StringNetworkMessage>();
            serverLog.Add("Message recieved: " + msg.message);
            break;

        default:
            serverLog.Add("Message recieved: " + netMessage);
            break;
        }
    }
コード例 #4
0
    // Message received from the server
    void OnMessageReceived(NetworkMessage netMessage)
    {
        // You can send any object that inherence from MessageBase
        // The client and server can be on different projects, as long as the StringNetworkMessage or the class you are using have the same implementation on both projects
        // The first thing we do is deserialize the message to our custom type
        switch (netMessage.msgType)
        {
        case NetworkMessageIDs.StringNetworkMessage:
            StringNetworkMessage msg = netMessage.ReadMessage <StringNetworkMessage>();
            clientLog.Add("Message recieved: " + msg.message);
            break;

        default:
            clientLog.Add("Message recieved: " + netMessage);
            break;
        }
    }
コード例 #5
0
    void OnClientConnected(NetworkMessage netMessage)
    {
        // Do stuff when a client connects to this server
        serverLog.Add("Client connected: " + netMessage.conn);

        // Send a thank you message to the client that just connected
        StringNetworkMessage messageContainer = new StringNetworkMessage();

        messageContainer.message = "Thanks for joining!";

        // This sends a message to a specific client, using the connectionId
        NetworkServer.SendToClient(netMessage.conn.connectionId, NetworkMessageIDs.StringNetworkMessage, messageContainer);

        // Send a message to all the clients connected
        messageContainer         = new StringNetworkMessage();
        messageContainer.message = "A new player has conencted to the server";

        // Broadcast a message a to everyone connected
        NetworkServer.SendToAll(NetworkMessageIDs.StringNetworkMessage, messageContainer);
    }
コード例 #6
0
 public void OnMessageReceived(StringNetworkMessage netMsg)
 {
     Debug.Log("Message received: " + netMsg.data);
 }