public bool StartAsClient(int hostPort, string connectToIP, int connectToPort) { InitializeNetworking(); HostTopology topology = new HostTopology(ConnectionConfig, 1); bool success = false; int tmpHostId = -1; tmpHostId = NetworkTransport.AddHost(topology, hostPort); if (tmpHostId >= 0) { byte networkError; int connectionId = NetworkTransport.Connect(tmpHostId, connectToIP, connectToPort, 0, out networkError); if ((NetworkError)networkError == NetworkError.Ok) { Mode = OnlineSessionMode.Client; HostId = tmpHostId; success = true; } } if (!success) { Debug.LogError("StartAsClient failed"); } return(success); }
public void StartConnect() { if (!m_IsInit) { // Инициализируем сеть NetworkTransport.Init(); ConnectionConfig conConfig = new ConnectionConfig(); m_ReliableChannel = conConfig.AddChannel(QosType.Reliable); //m_UnreliableChanel = conConfig.AddChannel (QosType.Unreliable); HostTopology hostTopo = new HostTopology(conConfig, m_MaxConnection); // Подключаемся к мастер серверу m_HostId = NetworkTransport.AddHost(hostTopo, 0); byte error; m_ConnectionId = NetworkTransport.Connect(m_HostId, m_IpAddress, m_Port, 0, out error); m_IsInit = true; } else { if (!m_IsConnect) { byte error; m_ConnectionId = NetworkTransport.Connect(m_HostId, m_IpAddress, m_Port, 0, out error); } } }
public void Connect() { string pName = GameObject.Find("NameField").GetComponent <InputField> ().text; if (pName == "") { Debug.Log("Enter A name"); return; } playerName = pName; NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.Reliable); unreliableChannel = cc.AddChannel(QosType.Unreliable); HostTopology topo = new HostTopology(cc, MAX_CONNECTION); hostId = NetworkTransport.AddHost(topo, 0); connectionId = NetworkTransport.Connect(hostId, "127.0.0.1", port, 0, out error); connectionTime = Time.time; isConnected = true; }
public void Connect() { if (Server.serverIp == null || Server.serverIp.Length < 7) { return; } NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); cc.AddChannel(QosType.Reliable); HostTopology topo = new HostTopology(cc, MAX_USER); //client only code hostId = NetworkTransport.AddHost(topo, 0); #if UNITY_EDITOR || !UNITY_WEBGL //Stand alone client Debug.Log("connecting from standalone"); connectionId = NetworkTransport.Connect(hostId, Server.serverIp, PORT, 0, out error); #else //web client Debug.Log("connecting from web client"); connectionId = NetworkTransport.Connect(hostId, SERVER_IP, WEB_PORT, 0, out error); #endif Debug.Log(string.Format("Attemping to connect on {0}...", Server.serverIp)); isStarted = true; connected = true; }
/// <summary> /// Initializes the network, creating a socket that will be used to communicate with the server, /// and two channels (reliable control channel, unreliable avatar movement channel.) /// </summary> void InitNetwork() { // Establish connection to server and get client id. NetworkTransport.Init(); // Set up channels for control messages (reliable) and movement messages (unreliable) ConnectionConfig config = new ConnectionConfig(); _controlChannelId = config.AddChannel(QosType.Reliable); _dataChannelId = config.AddChannel(QosType.Unreliable); // Create socket end-point HostTopology topology = new HostTopology(config, _maxConnections); _hostId = NetworkTransport.AddHost(topology); // Establish connection to server byte error; _connectionId = NetworkTransport.Connect(_hostId, _serverHostIP, _serverPort, 0, out error); if (error != (byte)NetworkError.Ok) { Debug.LogFormat("Network error: {0}", Messages.NetworkErrorToString(error)); } Debug.LogFormat("Establishing network connection with hostId {0}; connectionId {1}", _hostId, _connectionId); }
public void Init() { NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); cc.AddChannel(QosType.Reliable); HostTopology topo = new HostTopology(cc, MAX_USER); //클라이언트만 가진 코드 hostId = NetworkTransport.AddHost(topo, 0); #if UNITY_WEBGL && !UNITY_EDITOR //웹 클라이언트 connectionId = NetworkTransport.Connect(hostId, SERVER_IP, WEB_PORT, 0, out error); Debug.Log("Connection from WEBGL"); #else //독립 클라이언트 connectionId = NetworkTransport.Connect(hostId, SERVER_IP, PORT, 0, out error); Debug.Log("Connecting from standalone"); #endif Debug.Log(string.Format("Attemping to connect on {0}", SERVER_IP)); isStarted = true; }
public void Connect() { //UI disabling is currently in spawnplayer() //Does the player have a name? string pName = GameObject.Find("NameInput").GetComponent <InputField>().text; if (pName == "") { Debug.Log("You must enter a name.."); return; } playerName = pName; NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.Reliable); unreliableChannel = cc.AddChannel(QosType.Unreliable); HostTopology topo = new HostTopology(cc, MAX_CONNECTION); hostId = NetworkTransport.AddHost(topo, 0); connectionId = NetworkTransport.Connect(hostId, "127.0.0.1", port, 0, out error); //Use ip: 127.0.0.1 for LOCALHOST for testing on this machine //Use ip: 2602:306:36d3:a450:8105:2819:bfc7:9dca for LAN testing //Use ip: 2620:9b::190f:1076 for hamachi connectionTime = Time.time; isConnected = true; }
public static void StartClient() { if (isStarted) { Debug.LogError("Attempted to start when already running!"); return; } NetworkTransport.Init(); config = new ConnectionConfig(); allocChannels = new byte[channels.Count]; for (int i = 0; i < channels.Count; i++) { allocChannels[i] = config.AddChannel(channels[i]); } topo = new HostTopology(config, max_users); hostID = NetworkTransport.AddHost(topo, 0); #if UNITY_WEBGL && !UNITY_EDITOR connectionID = NetworkTransport.Connect(hostID, ConnIP, web_port, 0, out error); #else connectionID = NetworkTransport.Connect(hostID, ConnIP, port, 0, out error); #endif if (error != 0) { Debug.LogError("Unable to connect, error: " + error); } else { isStarted = true; hasRegistered = true; isHost = false; } }
public void Connect(string hostName, int port = -1) { byte error; NetworkTransport.Connect(m_HostId, hostName, port == -1 ? Port : port, 0, out error); LastError = error; }
// Use this for initialization IEnumerator Start() { ConnectionConfig config = new ConnectionConfig(); config.AddChannel(QosType.Unreliable); config.PacketSize = 1000; Debug.LogFormat("Default config has {0} channels", config.ChannelCount); HostTopology top = new HostTopology(config, 10); int serverHostId = NetworkTransport.AddHost(top); byte err = 0; Debug.LogFormat("Client connecting..."); NetworkTransport.Connect(serverHostId, m_serverAddr, m_serverPort, 0, out err); StartCoroutine(SendReceive()); StartCoroutine(SendTime()); yield break; }
public void ConnectServer(string serverIp) { if (state == NetworkState.Server) { state = NetworkState.ClientAndServer; } else if (state == NetworkState.None) { state = NetworkState.Client; } else { return; } client = gameObject.AddComponent <Client>(); //if(isStarted) hostId = NetworkTransport.AddHost(topo, port, null); //"192.168.0.175""127.0.0.1" Debug.Log("Connect: " + serverIp); //connectionTime = Time.time; //isConnected = true; //Debug.Log("asdfkljahsdfklja;lkfj;adlksfj;lk:"+ NetworkTransport.Connect(hostId, serverIp, port, 0, out error)); client.Init(this, (int)NetworkTransport.Connect(NetworkTransport.AddHost(topo, 0, null), serverIp, port, 0, out error)); isStarted = true; }
public int Connect(string address, int port) { IPAddress[] ipAddresses; try { ipAddresses = Dns.GetHostAddresses(address); } catch (System.Exception e) { GameDebug.Log("Unable to resolve " + address + ". " + e.Message); return(0); } if (ipAddresses.Length < 1) { GameDebug.Log("Unable to resolve " + address + ". Host not found"); return(0); } // TODO (petera) do we want to do round-robin? var ip = ipAddresses[0].ToString(); byte error; if (UnityEngine.Debug.isDebugBuild && m_isNetworkSimuationActive) { var simulationConfig = new ConnectionSimulatorConfig(48, 50, 48, 50, 10); return(NetworkTransport.ConnectWithSimulator(m_HostId, ip, port, 0, out error, simulationConfig)); } else { return(NetworkTransport.Connect(m_HostId, ip, port, 0, out error)); } }
public static void SetupClient(string ip, string port) { PlayerId = 1; // TEST set player id to 1 for client Camera.main.transform.localPosition = new Vector3( -Camera.main.transform.localPosition.x, Camera.main.transform.localPosition.y, -Camera.main.transform.localPosition.z ); Camera.main.transform.localEulerAngles = new Vector3( Camera.main.transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y + 180, Camera.main.transform.localEulerAngles.z ); if (OnMainCameraChange != null) { OnMainCameraChange(); } connectionId = NetworkTransport.Connect(hostId, ip, Convert.ToInt32(port), 0, out error); if (error != (byte)NetworkError.Ok) { Debug.LogError("[ERROR] NetworkAPI :: SetupClient :: Connect : " + error); } }
public void Connect(string ip) { NetworkTransport.Init(); // Config must be identical with the server var config = new ConnectionConfig(); config.PacketSize = 1000; infoChannel = config.AddChannel(QosType.ReliableSequenced); gameChannel = config.AddChannel(QosType.ReliableSequenced); // Setup the host socket (yes also for clients) // Using port 0 to let the system assign a random available port var topology = new HostTopology(config, 200); server.host = NetworkTransport.AddHost(topology, 0); byte error; server.conn = NetworkTransport.Connect(server.host, ip, port, 0, out error); Log.TestError(error, "Failed to connect to the server!"); // Setup the data buffer: data = new byte[config.PacketSize]; // And setup a reader and writer for easy data manipulation stream = new MemoryStream(data); reader = new BinaryReader(stream); writer = new BinaryWriter(stream); }
public void Connect() { // Does the player has a name string playerNameInput = GameObject.Find("NameInput").GetComponent <InputField>().text; if (playerNameInput == "") { Debug.Log("You must enter a name"); return; } var dropdown = GameObject.Find("RenderingMethodDropDown").GetComponent <Dropdown>(); renderingMethod = dropdown.options[dropdown.value].text; playerName = playerNameInput; SetStatus("Connecting..."); NetworkTransport.Init(); ConnectionConfig connectionConfig = new ConnectionConfig(); // Client and server need to have the same connection types reliableChannel = connectionConfig.AddChannel(QosType.Reliable); unreliableChannel = connectionConfig.AddChannel(QosType.Unreliable); HostTopology topo = new HostTopology(connectionConfig, MAX_CONNECTIONS); hostId = NetworkTransport.AddHost(topo, 0); connectionId = NetworkTransport.Connect(hostId, server_ip, port, 0, out error); connectionTime = Time.time; isConnected = true; SetStatus("Connected"); }
protected virtual bool StartClient() { Initialize(); NetworkIdentity[] identities = FindObjectsOfType <NetworkIdentity>(); foreach (NetworkIdentity identity in identities) { Destroy(identity.gameObject); } m_hostID = NetworkTransport.AddHost(m_hostTopology); byte error; m_clientID = NetworkTransport.Connect(m_hostID, m_Address, m_Port, 0, out error); NetworkError networkError = (NetworkError)error; if (networkError != NetworkError.Ok) { Debug.LogError($"Fehler beim Erstellen des Clients! ({networkError})", this); return(false); } m_isServer = false; return(true); }
public void Init() { NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.Reliable); HostTopology topo = new HostTopology(cc, MAX_USER); // Client Only Code hostId = NetworkTransport.AddHost(topo, 0); #if UNITY_WEBGL && !UNITY_EDITOR // Web Client NetworkTransport.Connect(hostId, SERVER_IP, WEB_PORT, 0, out error); Debug.Log("Connecting from Web"); #else // Standalone Client NetworkTransport.Connect(hostId, SERVER_IP, PORT, 0, out error); Debug.Log(string.Format("Connecting from standalone")); #endif // webHostId = NetworkTransport.AddWebsocketHost(topo, WEB_PORT, null); Debug.Log(string.Format("Openning connection on port {0} ...", SERVER_IP)); isStarted = true; }
/// <summary> /// Connect this connection to remote host. /// </summary> public INetworkConnection Connect(IPAddress address, int port) { // Host must already open if (!IsOpen) { throw new InvalidOperationException("Unable to connect to remote host, local host not open."); } // Validate address and port if (address == null) { throw new ArgumentNullException("address"); } if (port < 0) { throw new ArgumentOutOfRangeException("port"); } // Connect To Remote Host byte error; var id = NetworkTransport.Connect(Id, address.ToString(), port, 0, out error); if (error > 0) { throw new NetworkException("Connect", error); } // Create new connection and store in connections list var connection = new NetworkConnection(this, id); _Connections.Add(connection); return(connection); }
public void Connect() { byte error; connectionId = NetworkTransport.Connect(socketId, remoteIp, socketPort, 0, out error); Debug.Log("Connected to server. ConnectionId: " + connectionId); }
public static void Connect() { byte error; connectionId = NetworkTransport.Connect(localHostId, serverIp, serverPort, 0, out error); Debug.Log("clent connect to " + serverIp + ": " + serverPort); }
// Creates a connection with the Zed 2 camera project public void Connect(String otherIP) { output.text = output.text + "starting"; // Create the connection NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); myReliableChannelId = config.AddChannel(QosType.UnreliableSequenced); HostTopology topology = new HostTopology(config, maxConnections); socketId = NetworkTransport.AddHost(topology, 0); byte error; if (!localConnect) { connectionId = NetworkTransport.Connect(socketId, "192.168.43.42", socketPort, 0, out error); } else { connectionId = NetworkTransport.Connect(socketId, "127.0.0.1", socketPort, 0, out error); } // Report any errors if (error != null) { Debug.Log("Network Error : " + (NetworkError)error); output.text = output.text + "Network Error : " + (NetworkError)error; } output.text = output.text + " Connected to server. ConnectionId: " + connectionId; Debug.Log("Connected to server. ConnectionId: " + connectionId); }
public void Init(bool isServer) { byte error; host = hostText.text; port = Convert.ToInt32(portText.text.ToString()); this.isServer = isServer; NetworkTransport.Init(); config = new ConnectionConfig(); config.AddChannel(QosType.Reliable); if (isServer) { topology = new HostTopology(config, 10); hostId = NetworkTransport.AddHost(topology, port); Debug.Log("Server started on port" + port + " with id of " + hostId); } else { topology = new HostTopology(config, 1); hostId = NetworkTransport.AddHost(topology, 0); connectionId = NetworkTransport.Connect(hostId, host, port, 0, out error); NetworkError networkError = (NetworkError)error; if (networkError != NetworkError.Ok) { Debug.LogError(string.Format("Unable to connect to {0}:{1}, Error: {2}", host, port, networkError)); } else { Debug.Log(string.Format("Connected to {0}:{1} with hostId: {2}, connectionId: {3}, channelId: {4},", host, port, hostId, connectionId, channelId)); } } isInit = true; }
public void Connect() { byte error; connectionID = NetworkTransport.Connect(socketID, "localhost", socketPort, 0, out error); Debug.Log("Connected to server. ConnectionId: " + connectionID); }
public static void ConnectToLobby(string lobbyIP) { /* if (Networking.IsBot()) * { * // Fake a connection to itself * if (currentLobby == null) * { * Debug.LogError("Attempt to connect a bot to a server that isnt hosting a lobby"); * } * }*/ ConnectionConfig config = new ConnectionConfig(); int myReliableChannelId = config.AddChannel(QosType.Reliable); int myUnreliableChannelId = config.AddChannel(QosType.Unreliable); HostTopology topology = new HostTopology(config, 10); /* int portCount = 1; * while(hostId == -1 && portCount < 50) * { * hostId = NetworkTransport.AddHost(topology, 8080 + (portCount++)); * }*/ hostId = NetworkTransport.AddHost(topology, 0); byte error; connectionId = NetworkTransport.Connect(hostId, "127.0.0.1", 8080, 0, out error); Debug.Log("My connection id is " + connectionId); if ((NetworkError)error != NetworkError.Ok) { //Output this message in the console with the Network Error Debug.Log("There was this error : " + (NetworkError)error); } else { Debug.Log("Success???"); } }
private IEnumerator InitializeNetwork() { serverIp = inputField.text; while (loadingScene) { yield return(new WaitForSeconds(0.1f)); } Button button = GameObject.Find("Button").GetComponent <Button>(); button.onClick.AddListener(delegate { Cancel(); }); NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); reliableChannel = config.AddChannel(QosType.Unreliable); HostTopology toplogy = new HostTopology(config, MAX_CLIENTS); hostId = NetworkTransport.AddHost(toplogy, 0); connectionId = NetworkTransport.Connect(hostId, serverIp, PORT, 0, out error); Debug.Log(string.Format("Attempting to connect to {0} on port {1}.", serverIp, PORT)); isStarted = true; }
public void Connect() { // Does the player have a name? string pName = GameObject.Find("NameInput").GetComponent <InputField>().text; if (pName == "") { Debug.Log("You must enter a name!"); return; } playerName = pName; NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.Reliable); unreliableChannel = cc.AddChannel(QosType.Unreliable); HostTopology topo = new HostTopology(cc, MAX_CONNECTIONS); hostId = NetworkTransport.AddHost(topo, 0); // Local host IP is "127.0.0.1" or "LOCALHOST" connectionId = NetworkTransport.Connect(hostId, "142.160.105.52", port, 0, out error); connectionTime = Time.time; isConnected = true; }
private IEnumerator waitThenReconnect(float waitTime, string remoteAddress, int remotePort) { timeUntilStartServer = 1000.0f; yield return(new WaitForSeconds(waitTime)); while (clientSocket < 0 && port > 8870) // limit to 16 players max { clientSocket = NetworkTransport.AddHost(topology, --port); } if (port <= 8870) // just incase this happens { Debug.Log("CLIENT: no open ports, quiting"); ResetToMenu.Reset(); yield break; } Debug.Log("CLIENT: reconnected on port: " + port); byte error; serverSocket = NetworkTransport.Connect(clientSocket, remoteAddress, remotePort, 0, out error); // set up UI for login menuUI.setupLoginUI(); // can delete server script now if not used if (!enabledServer) { Destroy(gameObject.GetComponent <GameServer>()); } }
public void Connect() { byte error; connectionId = NetworkTransport.Connect(socketId, "127.0.0.1", 33333, 0, out error); Debug.Log("Connected to server. ConnectionId: " + connectionId); }
public void Init() { NetworkTransport.Init(); ConnectionConfig connectionConfig = new ConnectionConfig(); this.reliableChannel = connectionConfig.AddChannel(QosType.Reliable); HostTopology topo = new HostTopology(connectionConfig, MAX_USER); // Client only code this.hostId = NetworkTransport.AddHost(topo, 0); #if UNITY_WEBGL && !UNITY_EDITOR // Web Client NetworkTransport.Connect(hostId, SERVER_IP, WEB_PORT, 0, out error); Debug.Log("Connecting from Web"); #else // Standalone Client connectionId = NetworkTransport.Connect(hostId, SERVER_IP, PORT, 0, out error); Debug.Log("Connecting from standalone"); #endif Debug.Log(string.Format("Attempting to connect on {0} ...", SERVER_IP)); isStarted = true; }
//Start the client protected void Init(string server_ip) { if (IsStarted) { return; } NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.ReliableFragmentedSequenced); HostTopology topo = new HostTopology(cc, MAX_USER); hostID = NetworkTransport.AddHost(topo, 0); connectionID = NetworkTransport.Connect(hostID, server_ip, PORT, 0, out error); if (onMessageReceivedDelegates.ContainsKey(MessageType.Ack) == false) { AddMessageDelegate(MessageType.Ack, onAckMessageReceived); } if (onMessageSentDelegates.ContainsKey(MessageType.Ack) == false) { AddMessageDelegate(MessageType.Ack, onAckMessageSent); } IsStarted = true; IsConnected = false; if (SHOW_LOGS) { string logMsg = String.Format("Connecting to {0}:{1}...", server_ip, PORT); Debug.Log(logMsg); } }