void UpdateUI() { ENetworkState state = Net.GetState(); if (state == ENetworkState.Closed) { FldRemoteAddress.gameObject.SetActive(true); BtnStartServer.gameObject.SetActive(true); BtnStartClient.gameObject.SetActive(true); BtnClose.gameObject.SetActive(false); } else if (state == ENetworkState.Startup || state == ENetworkState.Running) { FldRemoteAddress.gameObject.SetActive(false); BtnStartServer.gameObject.SetActive(false); BtnStartClient.gameObject.SetActive(false); BtnClose.gameObject.SetActive(true); } else { FldRemoteAddress.gameObject.SetActive(false); BtnStartServer.gameObject.SetActive(false); BtnStartClient.gameObject.SetActive(false); BtnClose.gameObject.SetActive(false); } TxtState.text = state.ToString(); }
void RPC_S2C_StartLogin(uLink.BitStream stream, uLink.NetworkMessageInfo info) { _pos = transform.position = stream.Read <Vector3>(); int recordTeamId = stream.Read <int>(); bool hasRecord = stream.Read <bool>(); _networkState = stream.Read <ENetworkState>(); if (null != RoomGui_N.Instance && RoomGui_N.Instance.isShow) { RoomGui_N.ChangePlayerStateByNet(Id, (int)NetworkState); } _useNewPos = UseNewPosition(hasRecord, recordTeamId); ChunkManager.Clear(); if (null != PeSceneCtrl.Instance) { PeSceneCtrl.Instance.GotoGameSence(); } if (Pathea.PeGameMgr.IsCustom) { int descId = -1 == DescId ? Id : DescId; curPlayerDesc = ForceSetting.AddPlayer(descId, TeamId, EPlayerType.Human, RoleName); } }
// void BtnStartExperiment() // { // EExperimentStatus expStatus = Exp.GetExperimentStatus(); // Debug.Assert(expStatus == EExperimentStatus.Waiting); // // Exp.StartExperiment(); // } // void BtnAbortExperiment() // { // EExperimentStatus expStatus = Exp.GetExperimentStatus(); // Debug.Assert(expStatus != EExperimentStatus.Waiting); // Exp.AbortExperiment(); // } void RefreshUI() { ENetworkState netState = NetMan.GetState(); EExperimentStatus expStatus = Exp.GetExperimentStatus(); BtnStartServer.gameObject.SetActive(netState == ENetworkState.Closed); BtnStartClient.gameObject.SetActive(netState == ENetworkState.Closed); BtnAbortClose.gameObject.SetActive(netState == ENetworkState.Running || netState == ENetworkState.Startup); PreviousNetState = netState; // if (NetMan.IsServer()) // { // BtnStartExp.gameObject.SetActive(expStatus == EExperimentStatus.Waiting && NetMan.GetNumConnections() == 1); // BtnAbortExp.gameObject.SetActive(expStatus != EExperimentStatus.Waiting); // } // else // { // // BtnStartExp.gameObject.SetActive(false); // // BtnAbortExp.gameObject.SetActive(false); // } PreviousExpStatus = expStatus; bPreviousServerState = NetMan.IsServer(); NetworkState.text = (netState != ENetworkState.Closed ? (NetMan.IsServer() ? "Server - " : "Client - ") : "") + netState.ToString(); ExperimentState.text = expStatus.ToString(); ClientList.text = ""; string[] conns = NetMan.NetComp.GetConnectionNames(); foreach (string name in conns) { ClientList.text += name + "\n"; } }
public void OnUpdatedNetworkState(ENetworkState newNetworkState, AbstractBEventDispatcher bEventDispatcher) { if (ARE_EQUAL(BEventDispatcher, bEventDispatcher)) { NetworkState = newNetworkState; BEventsCollection.NETWORK_NetworkStateUpdated.Invoke(new BEHandle <ENetworkState>(NetworkState)); } }
void BtnStartServerClicked() { ENetworkState netState = NetMan.GetState(); Debug.Assert(netState == ENetworkState.Closed); PreviousNetState = netState; NetMan.StartServer(); }
/// <summary> /// 连接服务器 /// </summary> public void ConnectServer(string host, int port, Type packageParseType) { if (State == ENetworkState.Disconnect) { State = ENetworkState.Connecting; IPEndPoint remote = new IPEndPoint(IPAddress.Parse(host), port); _server.ConnectAsync(remote, OnConnectServer, packageParseType); } }
/// <summary> /// 断开连接 /// </summary> public void DisconnectServer() { State = ENetworkState.Disconnect; if (_channel != null) { _server.ReleaseChannel(_channel); _channel = null; } }
// Update is called once per frame void Update() { ENetworkState netState = NetMan.GetState(); EExperimentStatus expStatus = Exp.GetExperimentStatus(); if (netState != PreviousNetState || expStatus != PreviousExpStatus || bPreviousServerState != NetMan.IsServer()) { RefreshUI(); } }
void Update() { ENetworkState state = Net.GetState(); if (state != PrevState) { UpdateUI(); PrevState = state; } }
protected override void OnPEInstantiate(uLink.NetworkMessageInfo info) { _role = info.networkView.initialData.Read <RoleInfo>(); _networkState = ENetworkState.Null; _id = Role.roleID + 3000000; name = Role.name; AddBaseNetwork(); }
private void UpdateNetworkState() { if (State == ENetworkState.Connected) { if (_channel != null && _channel.IsConnected() == false) { State = ENetworkState.Disconnect; LogSystem.Log(ELogType.Warning, "Server disconnect."); } } }
void Awake() { Debug.Assert(FldRemoteAddress != null); Debug.Assert(BtnStartServer != null); Debug.Assert(BtnStartClient != null); Debug.Assert(BtnClose != null); Debug.Assert(TxtState != null); PrevState = ENetworkState.Closed; UpdateUI(); }
void BtnStartClientClicked() { ENetworkState netState = NetMan.GetState(); Debug.Assert(netState == ENetworkState.Closed); PreviousNetState = netState; string address = AddressField.text; address = address.Length == 0 ? "127.0.0.1" : address; NetMan.StartClient(address); }
private void OnConnectServer(TChannel channel, SocketError error) { LogSystem.Log(ELogType.Log, $"Server connect result : {error}"); if (error == SocketError.Success) { _channel = channel; State = ENetworkState.Connected; } else { State = ENetworkState.Disconnect; } }
void BtnAbortCloseClicked() { ENetworkState netState = NetMan.GetState(); Debug.Assert(netState == ENetworkState.Running || netState == ENetworkState.Startup); PreviousNetState = NetMan.GetState(); if (NetMan.IsServer()) { Exp.AbortExperiment(); } NetMan.Close(); }
void RPC_S2C_RoomStatusChanged(uLink.BitStream stream, uLink.NetworkMessageInfo info) { _networkState = stream.Read <ENetworkState>(); if (null != RoomGui_N.Instance && RoomGui_N.Instance.isShow) { RoomGui_N.ChangePlayerStateByNet(Id, (int)NetworkState); } if (IsOwner) { delGrassPos.Clear(); delTreePos.Clear(); } }
// Update is called once per frame void Update() { ENetworkState state = GetState(); if (state == ENetworkState.Running) { if (NetComp.IsServer()) { UpdateServer(); } else { UpdateClient(); } } }
void RPC_S2C_InitData(uLink.BitStream stream, uLink.NetworkMessageInfo info) { _networkState = stream.Read <ENetworkState>(); _teamId = stream.Read <int>(); _colorIndex = stream.Read <int>(); _descId = stream.Read <int>(); RoomPlayerInfo rpi = new RoomPlayerInfo(); rpi.mId = Id; rpi.mPlayerInfo.mName = Role.name; rpi.mPlayerInfo.mSex = Role.sex; rpi.mPlayerInfo.mLevel = Role.level; rpi.mPlayerInfo.mWinnRate = Role.winrate; rpi.mFocreID = Pathea.PeGameMgr.IsSurvive && !Pathea.PeGameMgr.IsCustom ? -1 : TeamId; rpi.mRoleID = _descId; rpi.mState = (int)NetworkState; RoomGui_N.InitRoomPlayerByNet(rpi); }
public void RequestChangeStatus(ENetworkState state) { RPCServer(EPacketType.PT_InRoom_StatusChange, (int)state); }