public void SendPing() { StringNetworkMessage messageContainer = new StringNetworkMessage(); messageContainer.message = "Ping!"; client.Send(NetworkMessageIDs.StringNetworkMessage, messageContainer); Debug.Log(client.GetRTT()); clientLog.Add("" + client.GetRTT()); }
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); }
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; } }
// 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; } }
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); }
public void OnMessageReceived(StringNetworkMessage netMsg) { Debug.Log("Message received: " + netMsg.data); }