public void UpdateClient() { frameCount++; if (peers.Count == 0 && frameCount % 10000 == 0) { mNetwork.Connect(roomName); } HandleNetwork(); }
public override void Connect() { _webrtcNetwork = WebRtcNetworkFactory.Instance.CreateDefault( _network.SignallingServer, _network.IceServers.Select(a => a.BynIce).ToArray() ); // Connect to the master peer if (_network.IsServer) { Log.Debug("Connecting to WebRTC Session: {0} (loopback)", _sessionId); Connected(); } else { Log.Debug("Connecting to WebRTC Session: {0}", _sessionId); _serverConnectionId = _webrtcNetwork.Connect(_sessionId); } // Start a server to listen for direct p2p connections using `SessionID:PlayerName` as the session name var mySession = UniquePlayerSessionId(_network.PlayerName); _webrtcNetwork.StartServer(mySession); Log.Debug("Hosting WebRTC Session: {0}", mySession); PlayerJoined += OnPlayerJoined; }
// Función para entrar a una sala.... public void OnClickJoinStreaming(Text dir) { // Si no se encuentra añadidado ya a otra sala... if (!isConnectedAsClient) { // Se crea una instancia del tipo WebRtcNetworkFactory, la cual tiene las direcciones especificadas al principio del script... mNetwork = WebRtcNetworkFactory.Instance.CreateDefault(uSignalingUrl, new IceServer[] { new IceServer(uIceServer), new IceServer(uIceServer2) }); // Se conecta a la sala cuyo nombre se haya extraido del botón presionado en la lista de streaming abiertos... mNetwork.Connect(dir.text.ToString()); // Si la cámara o el micrófono están activos... if (IsRecording || isSpeaking) { // Está transimiendo... isTransmitter = true; } // Inicializa la textura y el componente de audio para recibir los datos... CreateImageAndVoice(); Debug.Log("Entrando al streaming..."); } else { Debug.Log("Ya eres miembro de una sala de streaming, no puedes abrir más conexiones"); } }
/// <summary> /// Connects the inner client to a server identified by the name /// </summary> /// <param name="name">The name of the server to be connected to</param> /// <param name="callback">Whether the connection was successful</param> /// <returns>If the inner client can connect to a server</returns> public bool Connect(string name, Action <ConnectionId> callback) { if (m_Network == null) { return(false); } m_ConnectCallback = callback; m_Network.Connect(name); return(true); }
public void ConnectToChannel() { Setup(); if (mNetwork != null) { //ConnectionId connect = mNetwork.Connect(channel); mNetwork.Connect(channel); Debug.Log("ConnectToServer: " + channel); } }
public P2PClient(string signalingServer, string roomName) { this.roomName = roomName; peers = new Dictionary <string, ConnectionId>(); //mNetwork = WebRtcNetworkFactory.Instance.CreateDefault("wss://nameless-scrubland-88927.herokuapp.com", new IceServer[] { new IceServer("stun:stun.l.google.com:19302") }); mNetwork = WebRtcNetworkFactory.Instance.CreateDefault(signalingServer, new IceServer[] { new IceServer("stun:stun.l.google.com:19302") }); if (mNetwork == null) { PrintDebug("failed to setup network"); return; } mNetwork.Connect(roomName); }
private void OnPlayerJoined(string name, CodecSettings _) { if (name == _network.PlayerName) { return; } // Try to connect directly to this peer if their ID comes after yours // This ensures that connections are only established in one direction between any two given peers. if (_peerHandshake != null && string.Compare(name, _network.PlayerName, StringComparison.Ordinal) > 0) { var s = UniquePlayerSessionId(name); Log.Debug("Trying to establish p2p connection to `{0}`", s); _webrtcNetwork.Connect(s); } }
/// <summary> /// Join button pressed. Tries to join a room. /// </summary> public void JoinRoomButtonPressed() { Setup(); mNetwork.Connect(uRoomName.text); Append("Connecting to " + uRoomName.text + " ..."); }
public void Join() { mNetwork.Connect(uRoomName.text); Append("Connect to " + uRoomName.text); }
public void Connect(string name) { Init(); network.Connect(name); }
/// <summary> /// Connects to a server using the address /// </summary> /// <param name="address">Address of the server to connect to</param> public void Connect(string address) => network.Connect(address);
private void JoinRoom(string address) { Setup(); mNetwork.Connect(address); Debug.Log("Connecting to " + address + " ..."); }