void OnGUI() { ServerIP = GUI.TextField(new Rect(0, 25, 240, 20), ServerIP, 25); // server GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 50, 120, 20), "Join localhost")) { client.Connect(ServerIP, 1337); } GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 50, 120, 20), "Disconnect")) { client.Disconnect(); for (int i = 0; i < Players.Count; i++) { Destroy(Players[i].PlayerOBJ); } Players.Clear(); } GUI.enabled = true; }
void OnGUI() { // client GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client")) { client.Connect("localhost", 1337); } GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client")) { client.Disconnect(); } // server GUI.enabled = !server.Active; if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server")) { server.Start(1337); } GUI.enabled = server.Active; if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server")) { server.Stop(); } GUI.enabled = true; }
void OnGUI() { // client GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client")) { client.Connect("localhost", 1337); GameObject.Instantiate(PlayerPrefab, Vector3.zero, Quaternion.identity); } GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client")) { client.Disconnect(); } // server GUI.enabled = !server.Active; if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server")) { server.Start(1337); } GUI.enabled = server.Active; if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server")) { server.Stop(); } GUI.enabled = true; }
void OnApplicationQuit() { // the client/server threads won't receive the OnQuit info if we are // running them in the Editor. they would only quit when we press Play // again later. this is fine, but let's shut them down here for consistency _client.Disconnect(); }
static void Main(string[] args) { client = new Telepathy.Client(); client.Connect("localhost", 1337); Task.Run(() => { while (client.Connected) { Telepathy.Message msg; while (client.GetNextMessage(out msg)) { // clientの場合、msg.connectionIdは常に0が格納されている switch (msg.eventType) { case Telepathy.EventType.Connected: Console.WriteLine("Telepathy.EventType.Connected : msg.connectionId=" + msg.connectionId); break; case Telepathy.EventType.Data: Console.WriteLine("Telepathy.EventType.Data : msg.connectionId=" + msg.connectionId + ", msg.data" + System.Text.Encoding.UTF8.GetString(msg.data)); break; case Telepathy.EventType.Disconnected: Console.WriteLine("Telepathy.EventType.Disconnected : msg.connectionId=" + msg.connectionId); break; } } } }); bool break_flag = false; while (break_flag == false) { ConsoleKey k = Console.ReadKey().Key; switch (k) { case ConsoleKey.Spacebar: Console.WriteLine("send massage from client..."); client.Send(System.Text.Encoding.UTF8.GetBytes("send message from server...")); break; case ConsoleKey.Escape: break_flag = true; break; } } client.Disconnect(); }
public override void ClientDisconnect() => client.Disconnect();
public void Disconnect() { _client.Disconnect(); }