상속: UnityEngine.MonoBehaviour
예제 #1
0
        void StartServer()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("FPSMod");

            Debug.Log("Starting Server");

            m_isServer = true;

            config.Port = ServerSettings.Port;
            config.SetMessageTypeEnabled(NetIncomingMessageType.UnconnectedData, true);

            m_server = new NetServer(config);
            m_server.Start();

            SpawnLocalPlayer();
            Debug.Log("wID: " + m_saveWorkshopID);
            Debug.Log("p: " + ServerSettings.Private);

            if (MultiplayerLoading.UseVehiclesAndCitizens)
            {
                m_vNetworkManager = gameObject.AddComponent <VehicleNetworkManager>();
                m_cNetworkManager = gameObject.AddComponent <CitizenNetworkManager>();
            }

            if (m_saveWorkshopID != UInt64.MaxValue && !ServerSettings.Private)
            {
                try
                {
                    using (var client = new WebClient())
                    {
                        var values = new NameValueCollection
                        {
                            { "name", ServerSettings.Name.IsNullOrWhiteSpace() ? "No name" : ServerSettings.Name },
                            { "port", ServerSettings.Port.ToString() },
                            { "mapId", m_saveWorkshopID.ToString() },
                            { "modVersion", Settings.ModVersion.ToString() }
                        };
                        var    result       = client.UploadValues(Settings.ServerUrl + "/create", "POST", values);
                        string responsebody = Encoding.UTF8.GetString(result);
                        Debug.Log("Sending to masterserver: " + responsebody);
                    }
                }
                catch (Exception)
                {
                    throw;
                }
            }
        }
예제 #2
0
        void ConnectToServer()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("FPSMod");

            Debug.Log("Joining Server " + ConnectSettings.Ip + ": " + ConnectSettings.Port);

            m_client = new NetClient(config);
            m_client.Start();
            NetOutgoingMessage hail = m_client.CreateMessage("This is the hail message");

            m_client.Connect(ConnectSettings.Ip, ConnectSettings.Port, hail);

            if (MultiplayerLoading.UseVehiclesAndCitizens)
            {
                m_vNetworkManager = gameObject.AddComponent <VehicleNetworkManager>();
                m_cNetworkManager = gameObject.AddComponent <CitizenNetworkManager>();
            }
        }
        void StartServer()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("FPSMod");

            Debug.Log("Starting Server");

            m_isServer = true;

            config.Port = ServerSettings.Port;
            config.SetMessageTypeEnabled(NetIncomingMessageType.UnconnectedData, true);

            m_server = new NetServer(config);
            m_server.Start();

            SpawnLocalPlayer();
            Debug.Log("wID: " + m_saveWorkshopID);
            Debug.Log("p: " + ServerSettings.Private);

            if (MultiplayerLoading.UseVehiclesAndCitizens)
            {
                m_vNetworkManager = gameObject.AddComponent<VehicleNetworkManager>();
                m_cNetworkManager = gameObject.AddComponent<CitizenNetworkManager>();
            }

            if (m_saveWorkshopID != UInt64.MaxValue && !ServerSettings.Private)
            {
                try
                {
                    using (var client = new WebClient())
                    {
                        var values = new NameValueCollection
                            {
                                {"name", ServerSettings.Name.IsNullOrWhiteSpace() ? "No name" : ServerSettings.Name},
                                {"port", ServerSettings.Port.ToString()},
                                {"mapId", m_saveWorkshopID.ToString()},
                                {"modVersion", Settings.ModVersion.ToString()}
                            };
                        var result = client.UploadValues(Settings.ServerUrl + "/create", "POST", values);
                        string responsebody = Encoding.UTF8.GetString(result);
                        Debug.Log("Sending to masterserver: " + responsebody);
                    }
                }
                catch (Exception)
                {
                    throw;
                }
            }
        }
        void ConnectToServer()
        {
            NetPeerConfiguration config = new NetPeerConfiguration("FPSMod");

            Debug.Log("Joining Server " + ConnectSettings.Ip + ": " + ConnectSettings.Port);

            m_client = new NetClient(config);
            m_client.Start();
            NetOutgoingMessage hail = m_client.CreateMessage("This is the hail message");
            m_client.Connect(ConnectSettings.Ip, ConnectSettings.Port, hail);

            if (MultiplayerLoading.UseVehiclesAndCitizens)
            {
                m_vNetworkManager = gameObject.AddComponent<VehicleNetworkManager>();
                m_cNetworkManager = gameObject.AddComponent<CitizenNetworkManager>();
            }
        }