ToString() public method

Returns the index number for this network player.

public ToString ( ) : string
return string
コード例 #1
0
        public static void client_authenticate_switch_handler(string dataObject, NetworkPlayer np)
        {
            PurpleDebug.Log("Authentication Switch received: #" + np.ToString());
            if(np.ToString() == Constants.SERVER_ID_STRING && Network.isServer) return;

            _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject);
            bool validationResult = false;
            string newToken = string.Empty;

            // TODO...
        }
コード例 #2
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        public static void client_authenticate_handler(string dataObject, NetworkPlayer np)
        {
            PurpleDebug.Log("Authentication received: #" + np.ToString());
            if(np.ToString() == Constants.SERVER_ID_STRING && Network.isServer) return;

            _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject);
            bool validationResult = false;
            string newToken = string.Empty;

            if(string.IsNullOrEmpty(authObject.ClientPassword))
            {
                validationResult = AccountHelper.ValidateAuthentication (authObject.ClientName, authObject.ClientToken);
                if(validationResult)
                    newToken = AccountHelper.GenerateToken(authObject.ClientName, authObject.ClientToken, np);
            }
            else
            {
                validationResult = AccountHelper.Login (authObject.ClientName, authObject.ClientPassword, np, out newToken);
            }

            authObject.validate = validationResult;
            authObject.timestamp = DateTime.Now;

            // save 2 spaces if monitoring is allowed otherwise just one for Admin/Mod/GM
            int maxAllowedConnections = PurpleServer.CurrentConfig.ServerMaxClients;
            maxAllowedConnections -= (PurpleServer.CurrentConfig.ServerAllowMonitoring) ? 2 : 1;

            authObject.ClientPassword = String.Empty;
            authObject.ClientToken = String.Empty;
            authObject.ClientAuthenticated = false;

            if(validationResult && PurpleServer.UserList.Count <= maxAllowedConnections)
            {
                authObject.ClientToken = newToken;
                authObject.ClientAuthenticated = true;

            }
            else if(validationResult)
            {
                PurpleNetworkUser playerReference = get_network_player_reference(np);
                if (playerReference.UserType != UserTypes.User)
                {
                    authObject.ClientToken = newToken;
                    authObject.ClientAuthenticated = true;
                }
            }
            AccountHelper.AddLog(get_network_player_reference(np).UserName, "client_authenticate_handler "
                                 + authObject.ClientName + " - "+ authObject.ClientAuthenticated);
            PurpleDebug.Log("Authentication result: " + authObject.ClientName + ": " + authObject.ClientAuthenticated);
            PurpleNetwork.ToPlayer(np, "server_authenticate_result", authObject);
        }
コード例 #3
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 // HANDLER /////////////////////////
 // ACCOUNT /////////////////////////
 public static void client_validate_username_handler(string dataObject, NetworkPlayer np)
 {
     PurpleDebug.Log("Username validation received: #" + np.ToString());
     _PMBasic.Data basicData = PurpleSerializer.StringToObjectConverter<_PMBasic.Data> (dataObject);
     basicData.validate = AccountHelper.IsUniqueUsername (basicData.data);
     PurpleNetwork.ToPlayer (np, "server_validate_username_result", basicData);
 }
コード例 #4
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 public static string getDebugName(NetworkPlayer player)
 {
     string address = formatAddress(player.ipAddress, player.port);
     string externalAddress = "(Ext:" + formatAddress(player.externalIP, player.externalPort) + ")";
     string guid = "[" + player.guid + "]";
     return string.Join(" ", new string[] {address, externalAddress, guid, player.ToString()});
 }
コード例 #5
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ファイル: NetworkManager.cs プロジェクト: nevyn/Occluded
    void OnPlayerConnected(NetworkPlayer player)
    {
        Debug.Log ("Client connected: " + player.ToString());

        OccludedPlayer newOplayer = new OccludedPlayer(player);
        _players.Add(newOplayer);
    }
コード例 #6
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ファイル: UserManager.cs プロジェクト: peterklima/ARJenga
    /// <summary>
    /// Called by UserManagementObjectController on the server whenever a new player has successfully connected.
    /// </summary>
    /// <param name="player">Newly connected player</param>
    /// <param name="isClient">True if Client connected</param>
    public void AddNewPlayer(NetworkPlayer player,bool isClient)
    {
        if (!networkPlayerMap.ContainsKey(player))
        {

            int playerCounter = 1;
            while (networkPlayerMap.ContainsValue("player" + System.Convert.ToString(playerCounter)))
            {
                playerCounter++;
            }

            Debug.Log("UserManager Unity player " + player.ToString() + "added as UserManager player" + System.Convert.ToString(playerCounter));
            networkPlayerMap.Add(player,"player" + System.Convert.ToString(playerCounter));

            if(isClient)
            {
                Debug.Log("RPC Call setname sent to player"+System.Convert.ToString(playerCounter));
                GameObject.Find("GUIObj").networkView.RPC("setName", player, "player" + System.Convert.ToString(playerCounter));
            }
            else
            {
                Debug.Log("Server setname sent to player"+System.Convert.ToString(playerCounter));
                GameObject.Find("GUIObj").GetComponent<MobileNetworkGUI>().setName("player" + System.Convert.ToString(playerCounter));
            }
        }
    }
コード例 #7
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    void DisconnectPlayer(NetworkPlayer player)
    {
        if(Network.isClient)
        {
            Debug.Log("Player Disconnected: " + player.ToString());
        }

        // now we have to do the reverse lookup from
        // the NetworkPlayer --> GameObject
        // this is easy with the Hashtable

        if(players.ContainsKey(player))
        {
            // we check to see if the gameobject exists
            // or not first just as a safety measure
            // trying to destory a gameObject that
            // doesn't exist causes a runtime error

            if((GameObject)players[player]) {
                Destroy((GameObject)players[player]);
            }

            // we also have to remove the Hashtable entry

            players.Remove(player);
        }
    }
コード例 #8
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 public void ServerPlaceBlock( NetworkPlayer sender, int x, int y, int z, int chunkx, int chunky, int chunkz, int data )
 {
     if (EnableDebugLog) Debug.Log ("UniblocksServer: Received PlaceBlock from player " + sender.ToString());
     // You can check whether the change sent by the client is valid here
     // if (true) {
     DistributeChange (sender, x,y,z, chunkx, chunky,chunkz, data, false);
     // }
 }
コード例 #9
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 void PlayerLeft(NetworkPlayer player)
 {
     string key = player.ToString();
     if(PlayerNamesScript.names.ContainsKey (key))
         PlayerNamesScript.names.Remove(key);
     else
         Debug.Log ("Player we didn't know about left the game!?");
 }
コード例 #10
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ファイル: RPCs.cs プロジェクト: Sacristan/infinite-void
 void SyncMyPosition(NetworkPlayer np, Vector3 position)
 {
     foreach(NetworkPlayer npp in Network.connections){
         if(npp.ToString() == np.ToString()){
             transform.position = position;
             break;
         }
     }
 }
コード例 #11
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 void SpawnPlayer(NetworkPlayer player)
 {
     string tempPlayerString = player.ToString ();
         int playerNumber = Convert.ToInt32(tempPlayerString);
         Transform newPlayerTransform = (Transform)Network.Instantiate (playerPrefab, transform.position, transform.rotation, playerNumber);
         playerScripts.Add (newPlayerTransform.GetComponent ("CubeScriptAuthoritative"));//that's the authoritative movement script
         NetworkView theNetworkView = newPlayerTransform.networkView;
         theNetworkView.RPC ("SetPlayer", RPCMode.AllBuffered, player);
 }
コード例 #12
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ファイル: PlayerDatabase.cs プロジェクト: CharlesVI/UnityFPS
    void AddPlayerToList(NetworkPlayer nPlayer)
    {
        //Create a new entry in the PlayerList and supply the players Network ID as the first entry
        PlayerDataClass capture = new PlayerDataClass();

        capture.networkPlayer = int.Parse(nPlayer.ToString());

        PlayerList.Add (capture);
    }
コード例 #13
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ファイル: GameManager.cs プロジェクト: Jrlats/MiniMOBA
	void SpawnPlayer (Transform prefab, NetworkPlayer player, Vector3 position)
	{
		string tempPlayerString = player.ToString ();
		int playerNumber = Convert.ToInt32 (tempPlayerString);
		Transform newPlayerTransform = (Transform)Network.Instantiate (prefab, position, transform.rotation, playerNumber);
		newPlayerTransform.GetComponent<Character>().charID = charNumber++;
		playerScripts.Add (newPlayerTransform.GetComponent<Hero> ());
		NetworkView theNetworkView = newPlayerTransform.networkView;
		theNetworkView.RPC ("SetPlayer", RPCMode.AllBuffered, player);
	}
コード例 #14
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 void EditPlayerListWithTeam(NetworkPlayer nPlayer, string pTeam)
 {
     for(int i = 0; i < PlayerList.Count; i++)
     {
         if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ()))
         {
             PlayerList[i].playerTeam = pTeam;
         }
     }
 }
コード例 #15
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 void EditPlayerListWithScore(NetworkPlayer nPlayer, int pScore)
 {
     for(int i = 0; i < PlayerList.Count; i++)
     {
         if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ()))
         {
             PlayerList[i].playerScore = pScore;
         }
     }
 }
コード例 #16
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 void EditPlayerListWithName(NetworkPlayer nPlayer, string pName)
 {
     for(int i = 0; i < PlayerList.Count; i++)
     {
         if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ()))
         {
             PlayerList[i].playerName = pName;
         }
     }
 }
コード例 #17
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    void RemovePlayer(NetworkPlayer player)
    {
        string tempPlayerString = player.ToString();
        int playerNumber = Convert.ToInt32(tempPlayerString);

        GameObject go = (GameObject)players[playerNumber];
        Network.RemoveRPCs(go.networkView.viewID);
        Network.Destroy(go);
        players.Remove(player);
    }
コード例 #18
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ファイル: LobbyManager.cs プロジェクト: WARBIRDsOnE/Luck4Fun
 void AddPlayerToLobby(NetworkPlayer player, string name, bool isMaster = false)
 {
     string tempPlayerString = player.ToString ();
     int playerNumber = 0;
     if (int.TryParse (tempPlayerString, out playerNumber)) {
         Player playerObj = new Player();
         playerObj.createPlayer(playerNumber, name);
        		playerList.Add(playerObj);
     }
 }
コード例 #19
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    void AddPlayer(NetworkPlayer player)
    {
        string tempPlayerString = player.ToString();
        int playerNumber = int.Parse(tempPlayerString);

        GameObject newPlayerTransform = (GameObject)Network.Instantiate(Resources.Load("Player"), Vector3.zero, transform.rotation, playerNumber);

        NetworkView theNetworkView = newPlayerTransform.GetComponent<MoveDude>().networkView;
        theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player);
    }
コード例 #20
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	void AddPlayerNameToList(NetworkPlayer rpcNetPlayer)//takes the onplayerconncted(netplayer.tostring) ID. 
	{
		for(int i = 0; i<OBplayer.Count; i++)
		{
		   if(OBplayer[i].PlayerIndex == int.Parse (rpcNetPlayer.ToString()))
			{
				OBplayer[i].PlayerName = setPlayerName; //this setPlayerName was set globally from menumanager RPC also nameset = true so it fires
			}
		}
	}
コード例 #21
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	void RemovePlayerFromList(NetworkPlayer rpcNetPlayer)
	{
		for(int i = 0; i<OBplayer.Count; i++)
		{
		   if(OBplayer[i].PlayerIndex == int.Parse (rpcNetPlayer.ToString()))
			{
				OBplayer.RemoveAt(i); 
			}
		}
	}
コード例 #22
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    void OnPlayerConnected(NetworkPlayer player)
    {
        Debug.Log("Player connected " + player.ToString());
        if (Network.connections.Length > numMaxGamers) {
            Debug.Log("No es permitido mas usuarios.");

        } else {
            //SendInfoToClient ();
            GetComponent<NetworkView>().RPC("SendInfoToClient",RPCMode.All);
        }
    }
コード例 #23
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        //TODO: test
        public static void client_disable_handler(string dataObject, NetworkPlayer np)
        {
            PurpleDebug.Log("Authentication received: #" + np.ToString());
            _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject);
            _PMBasic.Boolean returnData = new _PMBasic.Boolean ();
            returnData.value = AccountHelper.Disable (authObject.ClientName, authObject.ClientPassword, np);

            AccountHelper.AddLog(get_network_player_reference(np).UserName,
                                 "client_disable_handler " + authObject.ClientName + " - " + returnData.value.ToString());
            PurpleNetwork.ToPlayer (np, "server_disable_result", returnData);
        }
コード例 #24
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ファイル: PlayerDatabase.cs プロジェクト: CharlesVI/UnityFPS
 void EditPlayerListWithName(NetworkPlayer nPlayer, string pName)
 {
     //Find the player in the player list based on their networkPlayer IP and add their name to the list
     for(int i = 0; i < PlayerList.Count; i++)
     {
         if(PlayerList[i].networkPlayer == int.Parse(nPlayer.ToString()))
         {
             PlayerList[i].playerName = pName;
         }
     }
 }
コード例 #25
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ファイル: CreateTeddy.cs プロジェクト: Henry-T/UnityPG
	void MovePlayer(NetworkPlayer player) {

		int playerID = int.Parse(player.ToString());

		Transform playerTransform = (Transform)Network.Instantiate(playerPrefab, transform.position, transform.rotation, playerID);

		NetworkView playerObjNetWorkView = playerTransform.networkView;

		list.Add(playerTransform.GetComponent("PlayerControl"));

		playerObjNetWorkView.RPC("SetPlayer", RPCMode.AllBuffered, player);
	}
コード例 #26
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 void EditPlayerListWithScore(NetworkPlayer nPlayer, int pScore)
 {
     // Find the player in the player list based on their
     // networkplayer ID and then edit their score to the list
     for(int i = 0; i < PlayerList.Count; i++)
     {
         if(PlayerList[i].networkPlayer == int.Parse(nPlayer.ToString()))
         {
             PlayerList[i].playerScore = pScore;
         }
     }
 }
コード例 #27
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 void SpawnPlayer(NetworkPlayer player)
 {
     string tempPlayerString = player.ToString ();
     int playerNumber = 0;
     if (int.TryParse (tempPlayerString, out playerNumber)) {
         Transform newPlayerTransform = (Transform)Network.Instantiate(playerPrefab,
                                                                       transform.position + new Vector3(0, 10, 0),
                                                                       transform.rotation, playerNumber);
         playerScripts.Add (newPlayerTransform.GetComponent ("Player"));
         NetworkView theNetworkView = newPlayerTransform.networkView;
         theNetworkView.RPC ("setOwner", RPCMode.AllBuffered, player);
     }
 }
コード例 #28
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    void SpawnPlayer(NetworkPlayer player)
    {
        string tempPlayerString = player.ToString();
        int playerNumber = Convert.ToInt32(tempPlayerString);

         	GameObject playerObject = (GameObject)Network.Instantiate(playerPrefab, transform.position, transform.rotation, playerNumber);
        playerScripts.Add(playerObject.transform.GetComponent("PlayerMoveAuthoritative"));

        players.Add(playerNumber, playerObject);

        NetworkView theNetworkView = playerObject.networkView;
        theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player);
    }
コード例 #29
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    void SpawnPlayer(NetworkPlayer player)
    {
        string tempPlayerString = player.ToString();
        int playerNumber = System.Convert.ToInt32(tempPlayerString);

        Transform newPlayerTransform = (Transform)Network.Instantiate(playerPrefab_Net, transform.position, transform.rotation, playerNumber);
        //newPlayerTransform.gameObject.GetComponent<SpriteRenderer>().sortingOrder = 1;
        playerScripts.Add(newPlayerTransform.GetComponent("NetworkedPlayerControls"));

        NetworkView theNetworkView = newPlayerTransform.networkView;
        theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player);

        //tell the client to create the model for this player
        //theNetworkView.RPC("CreateModel", RPCMode.OthersBuffered, player); //networkplayer
    }
コード例 #30
0
ファイル: RPCs.cs プロジェクト: Sacristan/infinite-void
 void FeedMyMecanimRemotely(NetworkPlayer np, float h, float v, bool s, bool j, bool c, bool sh,bool r)
 {
     foreach(NetworkPlayer npp in Network.connections){
         if(npp.ToString() == np.ToString()){
             Animator _anim = GetComponent<Animator>();
             _anim.SetFloat("speed",v);
             _anim.SetFloat("direction",h);
             _anim.SetBool("canSprint",s);
             _anim.SetBool("canJump",j);
             _anim.SetBool("canClimb",c);
             _anim.SetBool("shoot",sh);
             _anim.SetBool("rifleActivated",r);
             break;
         }
     }
 }
コード例 #31
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    static bool NetworkPlayer_ToString(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 0)
        {
            UnityEngine.NetworkPlayer argThis = (UnityEngine.NetworkPlayer)vc.csObj;                JSApi.setStringS((int)JSApi.SetType.Rval, argThis.ToString());
            JSMgr.changeJSObj(vc.jsObjID, argThis);
        }

        return(true);
    }