public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); Debug.Log("Room created!"); PacketHandler.RegisterServerPacketHandlers(); ServerGame.Inst.Run(); }
internal virtual void OnMatchCreate(CreateMatchResponse response, NetworkMatch.DataResponseDelegate <MatchInfo> userCallback) { if (response.success) { Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); } userCallback(response.success, response.extendedInfo, new MatchInfo(response)); }
public MatchInfo(CreateMatchResponse matchResponse) { this.address = matchResponse.address; this.port = matchResponse.port; this.networkId = matchResponse.networkId; this.accessToken = new NetworkAccessToken(matchResponse.accessTokenString); this.nodeId = matchResponse.nodeId; this.usingRelay = matchResponse.usingRelay; }
public MatchInfo(CreateMatchResponse matchResponse) { address = matchResponse.address; port = matchResponse.port; networkId = matchResponse.networkId; accessToken = new NetworkAccessToken(matchResponse.accessTokenString); nodeId = matchResponse.nodeId; usingRelay = matchResponse.usingRelay; }
internal MatchInfo(CreateMatchResponse matchResponse) { address = matchResponse.address; port = matchResponse.port; domain = matchResponse.domain; networkId = (NetworkID)matchResponse.networkId; accessToken = new NetworkAccessToken(matchResponse.accessTokenString); nodeId = matchResponse.nodeId; usingRelay = matchResponse.usingRelay; }
internal MatchInfo(CreateMatchResponse matchResponse) { this.address = matchResponse.address; this.port = matchResponse.port; this.domain = matchResponse.domain; this.networkId = matchResponse.networkId; this.accessToken = new NetworkAccessToken(matchResponse.accessTokenString); this.nodeId = matchResponse.nodeId; this.usingRelay = matchResponse.usingRelay; }
public override void OnMatchCreate (CreateMatchResponse matchInfo ){ if (matchInfo.success) { base.OnMatchCreate(matchInfo ); GameObject gameManager = (GameObject)Instantiate( spawnPrefabs[0], Vector3.zero, Quaternion.identity); DontDestroyOnLoad(gameManager); NetworkServer.Spawn(gameManager); //Network.Instantiate(playerPrefab, Vector2.zero, Quaternion.identity, 0); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { successObject.SetActive(true); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkClient nc = nm.StartHost(new MatchInfo(matchResponse)); nc.RegisterHandler(MsgType.Connect,OnConnected); } else print("Match create error!"); }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); matchCreated = true; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkServer.Listen(new MatchInfo(matchResponse), 9000); } else { Debug.LogError ("Create match failed"); } }
private void onMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Creates match"); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new UnityEngine.Networking.Types.NetworkAccessToken(matchResponse.accessTokenString)); FindObjectOfType<CustomLobbyManager>().StartHost(new MatchInfo(matchResponse)); _matchCreated = true; readyButton.gameObject.SetActive(true); playerList.transform.parent.gameObject.SetActive(true); } else { joinButton.gameObject.SetActive(true); hostButton.gameObject.SetActive(true); Debug.LogError("Failed to create match"); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded."); _lobby.matchCreated = true; MatchInfo matchInfo = new MatchInfo(matchResponse); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkManager.singleton.StartHost(matchInfo) ; NetworkServer.Listen(new MatchInfo(matchResponse), 9000); } else { Debug.LogError ("Create match failed."); } }
//this method is called when your request for creating a match is returned private void OnInternetMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse != null && matchResponse.success) { //Debug.Log("Create match succeeded"); Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); MatchInfo hostInfo = new MatchInfo(matchResponse); NetworkServer.Listen(hostInfo, 9000); NetworkManager.singleton.StartHost(hostInfo); } else { Debug.LogError("Create match failed"); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { connectionStatus = "Match named " + matchName + " created. Waiting for another player to join..."; joinPanel.FindChild("Image").GetComponent<Image>().color = new Color(0f, 0f, 0f, 0f); createMatchButton.gameObject.SetActive(false); joinMatchButton.gameObject.SetActive(false); backButton.gameObject.SetActive(true); matchCreated = true; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); matchInfo = new MatchInfo(matchResponse); NetworkServer.Listen(matchInfo, 7777); NetworkServer.RegisterHandler(MsgType.Connect, OnPlayerReadyMessage); } else { Debug.LogError ("Create match failed"); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); joiningMatchOverlay.SetActive(true); matchCreated = true; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); //NetworkServer.Listen(new MatchInfo(matchResponse), 9000); GameManager.instance.StartHost (new MatchInfo(matchResponse)); Debug.Log ("Created Match"); } else { Debug.LogError ("Create match failed"); } }
public override void OnMatchCreate(CreateMatchResponse response) { base.OnMatchCreate(response); _networkID = response.networkId; _nodeID = response.nodeId; }
/// <summary> /// 创建房间后的回调函数 /// </summary> /// <param name="response"> /// 包含已创建的房间的信息 /// </param> private void _OnCreateMatch(CreateMatchResponse response) { MatchUI.instance.StopWait(); if (response.success) { //令牌 Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); //创建后立即进入房间 client = StartHost(new MatchInfo(response)); m_networkState = ConstantDefine.NetworkState.Host; } else { //处理错误 } }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); _currentMatchID = (ulong)matchInfo.networkId; }
void OnMatchCreate(CreateMatchResponse matchResponse) { if (matchResponse.success) { Debug.Log("Create match succeeded"); hostLabel.text = "Hosting as \"" + SystemInfo.deviceName + "\" at " + matchResponse.address; netID = (ulong)matchResponse.networkId; Utility.SetAccessTokenForNetwork((NetworkID)netID, new NetworkAccessToken(matchResponse.accessTokenString)); NetworkServer.RegisterHandler(MsgType.Ready, (NetworkMessage netMsg) => { print("Ready"); }); NetworkServer.RegisterHandler(MsgType.Connect, (NetworkMessage netMsg) => { print("Connect"); }); NetworkServer.RegisterHandler(MsgType.AddPlayer, (NetworkMessage netMsg) => { print("AddPlayer"); }); NetworkServer.RegisterHandler(MsgType.Error, (NetworkMessage netMsg) => { print("Error"); }); /* SceneManager.LoadScene("main"); GameObject.Find("Global").GetComponent<Game>().Networked = true; NetworkClient myClient = new NetworkClient(); //myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.Connect(new MatchInfo(matchResponse)); });*/ NetworkServer.Listen(new MatchInfo(matchResponse), 9000); } else { Debug.LogError("Create match failed"); hostLabel.text = "Failed to open room"; } }
//-------------------------------------------------------------------------------------------------------------------- //Name: //Description: //Parameters: //Returns: //-------------------------------------------------------------------------------------------------------------------- public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate (matchInfo); GameMode = GAME_MODE.Multiplayer; GameState = GAME_STATE.VehicleSelection; }
void OnMatchCreate(CreateMatchResponse matchInfo) { Debug.Log ("OnMatchCreate()"); networkLobbyManager.OnMatchCreate (matchInfo); this.networkId = (long) matchInfo.networkId; this.nodeId = (long) matchInfo.nodeId; }
//-------------------------------------------------------------------------------------------------------------------- //Name: //Description: //Parameters: //Returns: //-------------------------------------------------------------------------------------------------------------------- public override void OnMatchCreate(CreateMatchResponse matchInfo) { base.OnMatchCreate (matchInfo); }
public override void OnMatchCreate( CreateMatchResponse matchInfo ) { base.OnMatchCreate( matchInfo ); _currentMatchID = (System.UInt64)matchInfo.networkId; }
public override void OnMatchCreate(UnityEngine.Networking.Match.CreateMatchResponse matchInfo) { base.OnMatchCreate(matchInfo); _currentMatchID = (System.UInt64)matchInfo.networkId; }
private void OnMatchCreate(CreateMatchResponse response) { if (response.success) { Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); //NetworkServer.Listen(new MatchInfo(response), 9000); StartServer(response); group.alpha = 0f; group.blocksRaycasts = false; } else { popups.Show(string.Format("Create match failed: \"{0}\"", response.extendedInfo), delegate { }); } }
public void OnMatchCreate(CreateMatchResponse matchResponse) { if(matchResponse.success) { Debug.Log ("> Partida criada com sucesso. <"); matchCreated = true; MatchInfo matchInfo = new MatchInfo(matchResponse); this.joinedMatchNetworkID = (ulong)matchResponse.networkId; Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString)); Debug.Log ("> Entrando na partida como Host. <"); NetworkManager.singleton.StartHost(matchInfo); }else { Debug.LogError("> Erro ao criar partida. < Detalhes: " + matchResponse.extendedInfo); } }
/////////////////////////////////////// //Functions invoked for the Matchmaker: /////////////////////////////////////// // called when a match is created public virtual void OnMatchCreate(CreateMatchResponse matchInfo) { Debug.Log("OnMatchCreate"); }
public void OnMatchCreate(CreateMatchResponse aMatchResponse) { if (aMatchResponse.success) { NetworkManager.singleton.OnMatchCreate(aMatchResponse); } else { Debug.LogError("Create match failed"); } }
/// <summary> /// <para>This is invoked when a match has been created.</para> /// </summary> /// <param name="matchInfo">Info about the match that has been created.</param> public virtual void OnMatchCreate(CreateMatchResponse matchInfo) { if (LogFilter.logDebug) Debug.Log((object) ("NetworkManager OnMatchCreate " + (object) matchInfo)); if (matchInfo.success) { Utility.SetAccessTokenForNetwork(matchInfo.networkId, new NetworkAccessToken(matchInfo.accessTokenString)); this.StartHost(new MatchInfo(matchInfo)); } else { if (!LogFilter.logError) return; Debug.LogError((object) ("Create Failed:" + (object) matchInfo)); } }
void TestMatchCreateResponse(CreateMatchResponse response) { throw new NotImplementedException (); }
/// <summary> /// 创建房间后的回调函数 /// </summary> /// <param name="response"> /// 包含已创建的房间的信息 /// </param> private void _OnCreateMatch(CreateMatchResponse response) { if (response.success) { Utility.SetAccessTokenForNetwork(response.networkId, new NetworkAccessToken(response.accessTokenString)); client = StartHost(new MatchInfo(response)); m_netStt = ConstantDefine.NetworkState.Host; } else { m_waitingPanel.SetActive(false); _Error("FAILED TO CREATE A ROOM"); } }
public void OnCreateMatch(CreateMatchResponse response) { this.response = response; if (this.response.success) { this.networkManager.OnMatchCreate(response); this.nextState = new InGameHostState(this.networkManager, this.networkMatch); } }
/// <summary>This is invoked when a match has been created.</summary> public override void OnMatchCreate(CreateMatchResponse matchInfo) { Log("OnMatchCreate"); base.OnMatchCreate(matchInfo); //Log("success:{0}", matchInfo.success); //Log("address:{0}", matchInfo.address); //Log("port:{0}", matchInfo.port); //Log("accessTokenString:{0}" + matchInfo.accessTokenString); //Log("networkId:{0}", matchInfo.networkId); //Log("nodeId:{0}", matchInfo.nodeId); //Log("usingRelay:{0}", matchInfo.usingRelay); //Log("extendedInfo:{0}", matchInfo.extendedInfo); //NetworkID _currentMatchID = (System.UInt64)matchInfo.networkId; //Debug.Log("_currentMatchID:"+ _currentMatchID); }
void StartServer(CreateMatchResponse response) { SetupHost(true); byte error; NetworkTransport.ConnectAsNetworkHost(hostID, response.address, response.port, response.networkId, Utility.GetSourceID(), response.nodeId, out error); }
public override void OnMatchCreate(CreateMatchResponse matchInfo) { attemptedMatches.Add (matchInfo.networkId.ToString()); base.OnMatchCreate (matchInfo); }
void OnMatchCreate(CreateMatchResponse cmr) { netMgr.OnMatchCreate(cmr); if (cmr.success) { /*Debug.Log("Create match succeeded"); //matchCreated = true; Utility.SetAccessTokenForNetwork(cmr.networkId, new NetworkAccessToken(cmr.accessTokenString)); NetworkServer.Listen(new MatchInfo(cmr), 9000); NetworkClient netClient = new NetworkClient(); netClient.RegisterHandler(MsgType.Connect, OnConnected); netClient.Connect("127.0.0.1",9000);*/ //netClient = ClientScene.ConnectLocalServer(); //netClient.RegisterHandler(MsgType.Connect, OnConnected); if (!alreadyLoaded) { alreadyLoaded = true; hudToDeactivate.SetActive(false); theCamera.transform.position = greenStart.transform.position; theCamera.transform.rotation = greenStart.transform.rotation; greenStart.SetActive(false); } else { Debug.LogError("Level already loaded?"); } } else { Debug.LogError ("Create match failed"); canPress = true; } }