// Update is called once per frame void Update() { int recvHostId; int recvConnectionId; int recvChannelId; byte[] recvBuffer = new byte[1024]; int bufferSize = 1024; int datasize; NetworkEventType recvNetworkEvent = NetworkTransport.Receive(out recvHostId, out recvConnectionId, out recvChannelId, recvBuffer, bufferSize, out datasize, out error); switch (recvNetworkEvent) { case NetworkEventType.ConnectEvent: //code for starting game if (!connected) { connectionIdClient = recvConnectionId; hostIdClient = recvHostId; Debug.Log("ConnectEvent Triggered."); connected = true; networkControl.ServerConnected(); } else if (recvConnectionId != connectionIdClient || recvHostId != hostIdClient) { NetworkTransport.Disconnect(recvHostId, recvConnectionId, out error); } break; case NetworkEventType.DataEvent: string msg = Encoding.Unicode.GetString(recvBuffer, 0, datasize); Debug.Log("Receiving " + msg); string[] splitData = msg.Split('|'); networkControl.ParseMessage(splitData); break; case NetworkEventType.DisconnectEvent: connected = false; networkControl.GameTimedOut(); break; } if (connected) { CancelInvoke(); } }
// Update is called once per frame void Update() { int recvHostId; int recvConnectionId; int recvChannelId; byte[] recvBuffer = new byte[1024]; int bufferSize = 1024; int datasize; NetworkEventType recvNetworkEvent = NetworkTransport.Receive(out recvHostId, out recvConnectionId, out recvChannelId, recvBuffer, bufferSize, out datasize, out error); switch (recvNetworkEvent) { case NetworkEventType.ConnectEvent: if (!connected) { connectionIdServer = recvConnectionId; hostIdServer = recvHostId; connected = true; } break; case NetworkEventType.DisconnectEvent: connected = false; networkControl.GameTimedOut(); break; case NetworkEventType.DataEvent: string msg = Encoding.Unicode.GetString(recvBuffer, 0, datasize); Debug.Log("Receiving " + msg); string[] splitData = msg.Split('|'); networkControl.ParseMessage(splitData); break; } }