/// <summary> /// Start listening for incoming UDP packets right away. /// </summary> void Start() { if (Application.isPlaying) { // We don't want mobile devices to dim their screen and go to sleep while the app is running Screen.sleepTimeout = SleepTimeout.NeverSleep; // Make it possible to use UDP using a random port TNManager.StartUDP(Random.Range(10000, 50000)); } }
/// <summary> /// This function is called when a connection is either established or it fails to connect. /// Connecting to a server doesn't mean that the connected players are now immediately able /// to see each other, as they have not yet joined a channel. Only players that have joined /// some channel are able to see and interact with other players in the same channel. /// You can call TNManager.JoinChannel here if you like, but in this example we let the player choose. /// </summary> protected override void OnConnect(bool success, string message) { Debug.Log("Connected: " + success + " " + message + " (Player ID #" + TNManager.playerID + ")"); mMessage = message; // Make it possible to use UDP using a random port if (!TNServerInstance.isLocal) { TNManager.StartUDP(Random.Range(10000, 50000)); } }
/// <summary> /// Connect to the server. /// </summary> public void Connect() { // We don't want mobile devices to dim their screen and go to sleep while the app is running Screen.sleepTimeout = SleepTimeout.NeverSleep; // Make it possible to use UDP using a random port TNManager.StartUDP(Random.Range(10000, 50000)); // Connect to the remote server TNManager.Connect(serverAddress, serverPort); }
/// <summary> /// On success -- join a channel. /// </summary> void OnConnect(bool result, string message) { if (result) { // Make it possible to use UDP using a random port if (allowUDP) { TNManager.StartUDP(Random.Range(10000, 50000)); } TNManager.JoinChannel(channelID, firstLevel, persistent, 10000, null); } else { Debug.LogError(message); } }
/// <summary> /// On success -- join a channel. /// </summary> void OnNetworkConnect(bool result, string message) { if (result) { // Make it possible to use UDP using a random port if (allowUDP) { TNManager.StartUDP(Random.Range(10000, 50000)); } TNManager.JoinChannel(channelID, firstLevel, persistent, 10000, null); } else if (!string.IsNullOrEmpty(failureFunctionName)) { UnityTools.Broadcast(failureFunctionName, message); } else { Debug.LogError(message); } }
// Use this for initialization void Start() { serverFileName = GameID + ".dat"; if (Application.isPlaying) { // Start resolving IPs Tools.ResolveIPs(null); // We don't want mobile devices to dim their screen and go to sleep while the app is running Screen.sleepTimeout = SleepTimeout.NeverSleep; // Make it possible to use UDP using a random port TNManager.StartUDP(Random.Range(10000, 50000)); StartCoroutine("UpdateServerList"); joinGroup = JoinPanel.GetComponent <CanvasGroup>(); connectGroup = GetComponent <CanvasGroup>(); #if UNITY_WEBPLAYER ServerButton.gameObject.SetActive(false); #endif } Init(); }