public void Connect(EndPoint secureTunnelEndPoint) { bool usePlatformSpecificProtocols = NetworkTransport.DoesEndPointUsePlatformProtocols(secureTunnelEndPoint); PrepareForConnect(usePlatformSpecificProtocols); if (LogFilter.logDebug) { Debug.Log("Client Connect to remoteSockAddr"); } if (secureTunnelEndPoint == null) { if (LogFilter.logError) { Debug.LogError("Connect failed: null endpoint passed in"); } m_AsyncConnect = ConnectState.Failed; return; } // Make sure it's either IPv4 or IPv6 if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6) { if (LogFilter.logError) { Debug.LogError("Connect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); } m_AsyncConnect = ConnectState.Failed; return; } // Make sure it's an Endpoint we know what to do with string endPointType = secureTunnelEndPoint.GetType().FullName; if (endPointType == "System.Net.IPEndPoint") { IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint; Connect(tmp.Address.ToString(), tmp.Port); return; } if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint") && (endPointType != "UnityEngine.PSVita.SceEndPoint")) { if (LogFilter.logError) { Debug.LogError("Connect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); } m_AsyncConnect = ConnectState.Failed; return; } byte error = 0; // regular non-relay connect m_RemoteEndPoint = secureTunnelEndPoint; m_AsyncConnect = ConnectState.Connecting; try { m_ClientConnectionId = m_UseRelay ? RelayTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, RelayTransport.RelayAddress, RelayTransport.RelayPort, 0, out error) : NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error); } catch (Exception ex) { if (LogFilter.logError) { Debug.LogError("Connect failed: Exception when trying to connect to EndPoint: " + ex); } m_AsyncConnect = ConnectState.Failed; return; } if (m_ClientConnectionId == 0) { if (LogFilter.logError) { Debug.LogError("Connect failed: Unable to connect to EndPoint (" + error + ")"); } m_AsyncConnect = ConnectState.Failed; return; } m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass); m_Connection.SetHandlers(m_MessageHandlers); m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology); }
public bool ReconnectToNewHost(EndPoint secureTunnelEndPoint) { if (!NetworkClient.active) { if (LogFilter.logError) { Debug.LogError("Reconnect - NetworkClient must be active"); } return(false); } if (m_Connection == null) { if (LogFilter.logError) { Debug.LogError("Reconnect - no old connection exists"); } return(false); } if (LogFilter.logInfo) { Debug.Log("NetworkClient Reconnect to remoteSockAddr"); } ClientScene.HandleClientDisconnect(m_Connection); ClientScene.ClearLocalPlayers(); m_Connection.Disconnect(); m_Connection = null; m_ClientId = m_UseRelay ? RelayTransport.AddHost(m_HostTopology, m_HostPort, false, RelayTransport.RelayAddress, RelayTransport.RelayPort) : NetworkTransport.AddHost(m_HostTopology, m_HostPort); if (secureTunnelEndPoint == null) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: null endpoint passed in"); } m_AsyncConnect = ConnectState.Failed; return(false); } // Make sure it's either IPv4 or IPv6 if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); } m_AsyncConnect = ConnectState.Failed; return(false); } // Make sure it's an Endpoint we know what to do with string endPointType = secureTunnelEndPoint.GetType().FullName; if (endPointType == "System.Net.IPEndPoint") { IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint; Connect(tmp.Address.ToString(), tmp.Port); return(m_AsyncConnect != ConnectState.Failed); } if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint")) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); } m_AsyncConnect = ConnectState.Failed; return(false); } byte error = 0; // regular non-relay connect m_RemoteEndPoint = secureTunnelEndPoint; m_AsyncConnect = ConnectState.Connecting; try { m_ClientConnectionId = m_UseRelay ? RelayTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, RelayTransport.RelayAddress, RelayTransport.RelayPort, 0, out error) : NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error); } catch (Exception ex) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Exception when trying to connect to EndPoint: " + ex); } m_AsyncConnect = ConnectState.Failed; return(false); } if (m_ClientConnectionId == 0) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Unable to connect to EndPoint (" + error + ")"); } m_AsyncConnect = ConnectState.Failed; return(false); } m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass); m_Connection.SetHandlers(m_MessageHandlers); m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology); return(true); }