void Start() { DontDestroyOnLoad(this); //Build the global config GlobalConfig clientGlobalConfig = new GlobalConfig(); clientGlobalConfig.ReactorModel = ReactorModel.FixRateReactor; clientGlobalConfig.ThreadAwakeTimeout = 10; //Build the channel config ConnectionConfig clientConnectionConfig = new ConnectionConfig(); reliableChannelID = clientConnectionConfig.AddChannel(QosType.ReliableSequenced); unreliableChannelID = clientConnectionConfig.AddChannel(QosType.UnreliableSequenced); //Create the host topology HostTopology hostTopology = new HostTopology(clientConnectionConfig, maxConnections); //Initialize the network transport NetworkTransport.Init(clientGlobalConfig); //Open a socket for the client //Make sure the client created the socket successfully //Create a byte to store a possible error byte possibleError; //Connect to the server using //int NetworkTransport.Connect(int socketConnectingFrom, string ipAddress, int port, 0, out byte possibleError) //Store the ID of the connection in clientServerConnectionID NetworkTransport.Connect(clientSocketID, " ", 7777, 0, out possibleError); //Display the error (if it did error out) Debug.Log("Connection Failed"); }
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 virtual void Initialize() { if (m_Initialized) { return; } m_Initialized = true; NetworkTransport.Init(); m_MsgBuffer = new byte[NetworkMessage.MaxMessageSize]; m_MsgReader = new NetworkReader(m_MsgBuffer); if (m_HostTopology == null) { var config = new ConnectionConfig(); config.AddChannel(QosType.ReliableSequenced); config.AddChannel(QosType.Unreliable); m_HostTopology = new HostTopology(config, 8); } if (LogFilter.logDebug) { Debug.Log("NetworkServerSimple initialize."); } }
// CONSTRUCTOR public Server(NetworkingInfo netinfo) { networkingInfo = netinfo; if(networkingInfo.port == -1) networkingInfo.port = NetworkingInfo.defaultPort; if(networkingInfo.address == "") networkingInfo.address = NetworkingInfo.defaultAddress; // TODO: Add some kind of DNS pre check for IP? connectedPlayers = new List<ServerPlayer>(); whiteList = new Dictionary<string, DateTime>(); pendingConnections = new Queue<NetworkConnection>(); config = new ConnectionConfig(); Channels.priority = config.AddChannel(QosType.AllCostDelivery); Channels.reliable = config.AddChannel(QosType.ReliableSequenced); Channels.unreliable = config.AddChannel(QosType.UnreliableSequenced); Channels.fragmented = config.AddChannel(QosType.ReliableFragmented); Channels.update = config.AddChannel(QosType.StateUpdate); hostconfig = new HostTopology(config, maxConcurrentConnectedUsers); NetworkServer.Configure(hostconfig); NetworkServer.Listen(networkingInfo.port); NetworkServer.RegisterHandler(MsgType.Connect, OnClientConnected); common.printConsole (tag, "Setup complete", true); networkingInfo.address = NetworkingCommon.localServer; }
void Start() { GlobalConfig globalConfig = new GlobalConfig(); globalConfig.ReactorModel = ReactorModel.FixRateReactor; globalConfig.ThreadAwakeTimeout = 10; ConnectionConfig connectionConfig = new ConnectionConfig(); reliableChannelID = connectionConfig.AddChannel(QosType.ReliableSequenced); unreliableChannelID = connectionConfig.AddChannel(QosType.UnreliableSequenced); HostTopology hostTopology = new HostTopology(connectionConfig, maxConnections); NetworkTransport.Init(globalConfig); serverSocketID = NetworkTransport.AddHost(hostTopology, 7777); if(serverSocketID < 0) { Debug.Log("Server socket creation failed!"); } else { Debug.Log("Server socket creation success."); } serverInitialized = true; DontDestroyOnLoad(this); }
// Use this for initialization void Start() { GlobalConfig globalConfig = new GlobalConfig(); // Set the Global Config to receive data in fixed 10ms intervals. globalConfig.ReactorModel = ReactorModel.FixRateReactor; globalConfig.ThreadAwakeTimeout = INTERVAL_TIME; ConnectionConfig connectionConfig = new ConnectionConfig(); // Add data channels to the network reliableChannelID = connectionConfig.AddChannel(QosType.ReliableSequenced); unreliableChannelID = connectionConfig.AddChannel(QosType.UnreliableSequenced); // Combine channels with the maximum number of connections HostTopology hostTopology = new HostTopology(connectionConfig, maxConnections); // Initialize the Network NetworkTransport.Init(globalConfig); // Open the network socket serverSocketID = NetworkTransport.AddHost(hostTopology, DEFAULT_PORT); if (serverSocketID < 0) Debug.Log("Server socket creation failed"); else Debug.Log("Server socket creation successful"); // Note that the server is running serverInitialized = true; DontDestroyOnLoad(this); }
public virtual void SetupAsServer(int socketId, int maxConnections) { ConnectionConfig config = new ConnectionConfig(); reliableChannelId = config.AddChannel(QosType.Reliable); unreliableChannelId = config.AddChannel(QosType.Unreliable); topology = new HostTopology(config, maxConnections); localSocketId = NetworkTransport.AddHost(topology, socketId); Debug.Log ("Set up server at port: " + socketId + " With a maximum of " + maxConnections + " Connections"); }
public LLApiClient (string endPoint, int port, GameClient gameClient) { Config = new ConnectionConfig(); int ReliableChannelId = Config.AddChannel(QosType.Reliable); int NonReliableChannelId = Config.AddChannel(QosType.Unreliable); Topology = new HostTopology(Config, 10); EndPoint = endPoint; Port = port; GameClient = gameClient; isConnected = false; }
public LLApiServer(GameServer gameServer, int port, ushort maxConnections, ushort maxMessages) { GameServer = gameServer; Port = port; MaxConnections = maxConnections; MaxMessages = maxMessages; isConnected = false; Config = new ConnectionConfig(); int ReliableChannelId = Config.AddChannel(QosType.Reliable); int NonReliableChannelId = Config.AddChannel(QosType.Unreliable); Topology = new HostTopology(Config, MaxConnections); }
public static void Setup(string port) { NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); channelSetupId = config.AddChannel(QosType.Reliable); // for lobby channelActionId = config.AddChannel(QosType.Reliable); // action in game channelConfirmationId = config.AddChannel(QosType.Reliable); // confirmation in game HostTopology topology = new HostTopology(config, maxConnection); hostId = NetworkTransport.AddHost(topology, Convert.ToInt32(port)); self.enabled = true; }
void PrepareForConnect(bool usePlatformSpecificProtocols) { SetActive(true); RegisterSystemHandlers(false); if (m_HostTopology == null) { var config = new ConnectionConfig(); config.AddChannel(QosType.ReliableSequenced); config.AddChannel(QosType.Unreliable); config.UsePlatformSpecificProtocols = usePlatformSpecificProtocols; m_HostTopology = new HostTopology(config, 8); } m_ClientId = NetworkTransport.AddHost(m_HostTopology, m_HostPort); }
public void CreateSocket() { if (_hostID > -1) return; if (inputIP.text.Length == 0 || inputPort.text.Length == 0) { errorField.text = "IP Address or Port Error"; return; } _port = int.Parse (inputPort.text); _address = inputIP.text; //http://docs.unity3d.com/Manual/UNetUsingTransport.html NetworkTransport.Init (); ConnectionConfig config = new ConnectionConfig (); _unreliableID = config.AddChannel (QosType.Unreliable); // http://blogs.unity3d.com/2014/06/11/all-about-the-unity-networking-transport-layer/ int maxConnections = 10; HostTopology topology = new HostTopology (config, maxConnections); _hostID = NetworkTransport.AddHost (topology, _port); Debug.Log ("Socket Open. _hostID: " + _hostID); if (_hostID > -1) { errorField.text = "Socket Connected!"; } }
public bool Initialize() { if (m_BroadcastData.Length >= kMaxBroadcastMsgSize) { Debug.LogError("NetworkDiscovery Initialize - data too large. max is " + kMaxBroadcastMsgSize); return false; } if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } if (NetworkManager.singleton != null) { m_BroadcastData = "NetworkManager:"+NetworkManager.singleton.networkAddress + ":" + NetworkManager.singleton.networkPort; } msgOutBuffer = StringToBytes(m_BroadcastData); msgInBuffer = new byte[kMaxBroadcastMsgSize]; ConnectionConfig cc = new ConnectionConfig(); cc.AddChannel(QosType.Unreliable); defaultTopology = new HostTopology(cc, 1); if (m_IsServer) StartAsServer(); if (m_IsClient) StartAsClient(); return true; }
void Awake() { try { NetworkTransport.Init(); serverConfig = new ConnectionConfig(); serverChannelId = serverConfig.AddChannel(QosType.StateUpdate); // QosType.UnreliableFragmented serverConfig.MaxSentMessageQueueSize = 2048; // 128 by default serverTopology = new HostTopology(serverConfig, maxConnections); serverHostId = NetworkTransport.AddHost(serverTopology, listenOnPort); liRelTime = 0; fCurrentTime = Time.time; System.DateTime dtNow = System.DateTime.UtcNow; Debug.Log("Kinect data server started at " + dtNow.ToString() + " - " + dtNow.Ticks); if(statusText) { statusText.text = "Server running: 0 connection(s)"; } } catch (System.Exception ex) { Debug.LogError(ex.Message + "\n" + ex.StackTrace); if(statusText) { statusText.text = ex.Message; } } }
void Start() { DontDestroyOnLoad(this); //Build the global config GlobalConfig globalConfig = new GlobalConfig (); globalConfig.ReactorModel = ReactorModel.FixRateReactor; globalConfig.ThreadAwakeTimeout = 10; //Build the channel config ConnectionConfig connectionConfig = new ConnectionConfig (); reliableChannelID = connectionConfig.AddChannel (QosType.ReliableSequenced); unreliableChannelID = connectionConfig.AddChannel (QosType.UnreliableSequenced); //Create the host topology HostTopology hostTopology = new HostTopology (connectionConfig, maxConnections); //Initialize the network transport NetworkTransport.Init (globalConfig); //Open a socket for the client clientSocketID = NetworkTransport.AddHost (hostTopology, 7777); //Make sure the client created the socket successfully if (clientSocketID < 0) { Debug.Log ("Client socket creation failed!"); } else { Debug.Log ("Client socket creation success"); } //Create a byte to store a possible error byte error; //Connect to the server using //int NetworkTransport.Connect(int socketConnectingFrom, string ipAddress, int port, 0, out byte possibleError) //Store the ID of the connection in clientServerConnectionID clientServerConnectionID = NetworkTransport.Connect(clientSocketID, Network.player.ipAddress.ToString(), 7777, 0, out error); //Display the error (if it did error out) if(error != (byte)NetworkError.Ok) { NetworkError networkError = (NetworkError)error; Debug.Log ("Error: " + networkError.ToString()); } }
void Start () { NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); int myReiliableChannelId = config.AddChannel(QosType.Reliable); int myUnreliableChannelId = config.AddChannel(QosType.Unreliable); HostTopology topology = new HostTopology(config, 10); int hostId = NetworkTransport.AddHost(topology, 8888); int bufferLength = buffer.Length; int connectionId = NetworkTransport.Connect(hostId, "192.16.7.21", 8888, 0, out error); NetworkTransport.Disconnect(hostId, connectionId, out error); NetworkTransport.Send(hostId, connectionId, myReiliableChannelId, buffer, bufferLength, out error); }
void Awake() { myClient = new NetworkClient (); ConnectionConfig config = new ConnectionConfig (); config.AddChannel (QosType.ReliableFragmented); myClient.Configure (config, 1); myClient.Connect (IP, 7777); myClient.RegisterHandler (MyMsgType.Info, OnInfoMessage); }
void StartServer() { ConnectionConfig config = new ConnectionConfig(); config.AddChannel(QosType.Unreliable); HostTopology topology = new HostTopology(config, 10); localSocketId = NetworkTransport.AddHost(topology, 0); byte err; NetworkTransport.StartBroadcastDiscovery(localSocketId, 8888, 1000, 1, 1, StringToBytes("Hello World"), 1024, 1000, out err); }
void StartClient() { ConnectionConfig config = new ConnectionConfig(); config.AddChannel(QosType.Unreliable); HostTopology topology = new HostTopology(config, 10); localSocketId = NetworkTransport.AddHost(topology, 8888); byte err; NetworkTransport.SetBroadcastCredentials(localSocketId, 1000, 1, 1, out err); }
private void init() { NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); mReliableChannelId = config.AddChannel(QosType.Reliable); HostTopology topology = new HostTopology(config, MAX_CONNECTIONS); mHostId = NetworkTransport.AddHost(topology, PORT); }
// Use this for initialization void Start() { // Don't destroy the scene DontDestroyOnLoad(this); // Creates a new GlobalConfig that determines how it will react when receiving packets GlobalConfig globalConfig = new GlobalConfig(); // Fixed rate makes it so it handles packets periodically (ie every 100 ms) globalConfig.ReactorModel = ReactorModel.FixRateReactor; // Sets so it deals with packets every 10 ms globalConfig.ThreadAwakeTimeout = 10; // Create a channel for packets to be sent across ConnectionConfig connectionConfig = new ConnectionConfig(); // Create and set the reliable and unreliable channels reliableChannelID = connectionConfig.AddChannel(QosType.ReliableSequenced); unreliableChannelID = connectionConfig.AddChannel(QosType.UnreliableSequenced); // Create a host topology that determines the maximum number of clients the server can have HostTopology hostTopology = new HostTopology(connectionConfig, maxConnections); // Initialize the server NetworkTransport.Init(globalConfig); // Open the socket on your network serverSocketID = NetworkTransport.AddHost(hostTopology, 7777); // Check to see that the socket (and server) was successfully initialized if (serverSocketID < 0) { Debug.Log("Server socket creation failed!"); } else { Debug.Log("Server socket creation success"); } // Set server initialized to true serverInitialized = true; }
// Use this for initialization void Start() { NetworkTransport.Init (); ConnectionConfig config = new ConnectionConfig(); reiliableChannelId = config.AddChannel(QosType.Reliable); HostTopology topology = new HostTopology(config, 5); hostId = NetworkTransport.AddWebsocketHost(topology, 8081, null); }
// Use this for initialization void Start() { GlobalConfig globalConfig = new GlobalConfig(); //Stores information such as packet sizes globalConfig.ReactorModel = ReactorModel.FixRateReactor; //Determines how the network reacts to incoming packets globalConfig.ThreadAwakeTimeout = 10; //Amount of time in milliseconds between updateing packets ConnectionConfig connectionConfig = new ConnectionConfig(); //Stores all channels reliableChannelID = connectionConfig.AddChannel(QosType.ReliableSequenced); //TCP Channel unreliableChannelID = connectionConfig.AddChannel(QosType.UnreliableSequenced); //UDP Channel HostTopology hostTopology = new HostTopology(connectionConfig, maxConnections); NetworkTransport.Init(globalConfig); serverSocketID = NetworkTransport.AddHost(hostTopology, 7777); Debug.Log(serverSocketID); serverInitialized = true; }
// CONSTRUCTOR public Client(NetworkingInfo netinfo) { networkingInfo = netinfo; if(networkingInfo.port == -1) networkingInfo.port = NetworkingInfo.defaultPort; if(networkingInfo.address == "") networkingInfo.address = NetworkingInfo.defaultAddress; // TODO: Add some kind of DNS pre check for IP? connectedPlayers = new List<Player>(); config = new ConnectionConfig(); Channels.priority = config.AddChannel(QosType.AllCostDelivery); Channels.reliable = config.AddChannel(QosType.ReliableSequenced); Channels.unreliable = config.AddChannel(QosType.UnreliableSequenced); Channels.fragmented = config.AddChannel(QosType.ReliableFragmented); Channels.update = config.AddChannel(QosType.StateUpdate); hostconfig = new HostTopology(config, maxConcurrentConnectedUsers); if(networkingInfo.isServer) { myClient = ClientScene.ConnectLocalServer(); myClient.Configure(hostconfig); myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.RegisterHandler(MsgType.Disconnect, ConnectionFailed); registerAllCallbacks(myClient, cbClientHandler); } else { myClient = new NetworkClient(); myClient.Configure(hostconfig); myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.RegisterHandler(MsgType.Error, ConnectionError); myClient.RegisterHandler(MsgType.Disconnect, ConnectionFailed); registerAllCallbacks(myClient, cbClientHandler); common.printConsole (tag, "Setup complete", true); myClient.Connect(networkingInfo.address, networkingInfo.port); common.printConsole (tag, "Connecting to " + networkingInfo.address + ":" + networkingInfo.port, true); } }
void Start() { NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); reliableChannelId = config.AddChannel(QosType.Reliable); HostTopology topology = new HostTopology(config, maxConnections); socketId = NetworkTransport.AddHost(topology, socketPort); Debug.Log("Socket Open. SocketId is: " + socketId + " ChannelID is: " + reliableChannelId); }
public void Host() { //initialize and configure stuff ConnectionConfig config = new ConnectionConfig(); reliableChannelID = config.AddChannel(QosType.Reliable); HostTopology topology = new HostTopology(config, maxConnections); //open up a socket socketID = NetworkTransport.AddHost(topology, port); outputText.text = "opened socket: " + socketID; Debug.Log(outputText.text); }
public virtual void Initialize() { if (!this.m_Initialized) { this.m_Initialized = true; NetworkTransport.Init(); this.m_MsgBuffer = new byte[65535]; this.m_MsgReader = new NetworkReader(this.m_MsgBuffer); if (this.m_HostTopology == null) { ConnectionConfig connectionConfig = new ConnectionConfig(); connectionConfig.AddChannel(QosType.ReliableSequenced); connectionConfig.AddChannel(QosType.Unreliable); this.m_HostTopology = new HostTopology(connectionConfig, 8); } if (LogFilter.logDebug) { Debug.Log("NetworkServerSimple initialize."); } } }
public MutliplayerManager() { // Packet config GlobalConfig gConfig = new GlobalConfig(); gConfig.MaxPacketSize = 500; NetworkTransport.Init( gConfig ); // Connection config ConnectionConfig config = new ConnectionConfig(); int mainChannel = config.AddChannel(QosType.Unreliable); topology = new HostTopology( config, 10 ); }
/// <summary> /// <para>Initialization function that is invoked when the server starts listening. This can be overridden to perform custom initialization such as setting the NetworkConnectionClass.</para> /// </summary> public virtual void Initialize() { if (this.m_Initialized) { return; } this.m_Initialized = true; NetworkTransport.Init(); this.m_MsgBuffer = new byte[(int)ushort.MaxValue]; this.m_MsgReader = new NetworkReader(this.m_MsgBuffer); if (this.m_HostTopology == null) { ConnectionConfig defaultConfig = new ConnectionConfig(); int num1 = (int)defaultConfig.AddChannel(QosType.Reliable); int num2 = (int)defaultConfig.AddChannel(QosType.Unreliable); this.m_HostTopology = new HostTopology(defaultConfig, 8); } if (!LogFilter.logDebug) { return; } Debug.Log((object)"NetworkServerSimple initialize."); }
public bool Initialize() { bool result; if (this.m_BroadcastData.Length >= 1024) { if (LogFilter.logError) { Debug.LogError("NetworkDiscovery Initialize - data too large. max is " + 1024); } result = false; } else { if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } if (this.m_UseNetworkManager && NetworkManager.singleton != null) { this.m_BroadcastData = string.Concat(new object[] { "NetworkManager:", NetworkManager.singleton.networkAddress, ":", NetworkManager.singleton.networkPort }); if (LogFilter.logInfo) { Debug.Log("NetworkDiscovery set broadcast data to:" + this.m_BroadcastData); } } this.m_MsgOutBuffer = NetworkDiscovery.StringToBytes(this.m_BroadcastData); this.m_MsgInBuffer = new byte[1024]; this.m_BroadcastsReceived = new Dictionary <string, NetworkBroadcastResult>(); ConnectionConfig connectionConfig = new ConnectionConfig(); connectionConfig.AddChannel(QosType.Unreliable); this.m_DefaultTopology = new HostTopology(connectionConfig, 1); if (this.m_IsServer) { this.StartAsServer(); } if (this.m_IsClient) { this.StartAsClient(); } result = true; } return(result); }
private void PrepareForConnect(bool usePlatformSpecificProtocols) { NetworkClient.SetActive(true); this.RegisterSystemHandlers(false); if (this.m_HostTopology == null) { ConnectionConfig connectionConfig = new ConnectionConfig(); connectionConfig.AddChannel(QosType.ReliableSequenced); connectionConfig.AddChannel(QosType.Unreliable); connectionConfig.UsePlatformSpecificProtocols = usePlatformSpecificProtocols; this.m_HostTopology = new HostTopology(connectionConfig, 8); } if (this.m_UseSimulator) { int num = this.m_SimulatedLatency / 3 - 1; if (num < 1) { num = 1; } int num2 = this.m_SimulatedLatency * 3; if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "AddHost Using Simulator ", num, "/", num2 })); } this.m_ClientId = NetworkTransport.AddHostWithSimulator(this.m_HostTopology, num, num2, this.m_HostPort); } else { this.m_ClientId = NetworkTransport.AddHost(this.m_HostTopology, this.m_HostPort); } }
public virtual void ConnectAsClient(int socketIdPar, string externalIp, int externalPort) { if (socketIdPar == 0) { localPort = getAvailablePort (); //Debug.Log ("Found free socket: " + localPort); } else { localPort = socketIdPar; } ConnectionConfig config = new ConnectionConfig(); reliableChannelId = config.AddChannel(QosType.Reliable); unreliableChannelId = config.AddChannel(QosType.Unreliable); topology = new HostTopology(config, 1); //TODO max connections on client? localSocketId = NetworkTransport.AddHost(topology, localPort); byte error; connectionId = NetworkTransport.Connect(localSocketId, externalIp, externalPort, 0, out error); if (((NetworkError)error) == NetworkError.Ok) { Debug.Log ("Connected as client to " + externalIp + ":" + externalPort); } else { Debug.Log ("Error connecting as client: " + ((NetworkError)error)); } }
/// <summary> /// Initializes the NetworkDiscovery component. /// </summary> /// <returns>Return true if the network port was available.</returns> public bool Initialize() { if (m_BroadcastData.Length >= k_MaxBroadcastMsgSize) { if (LogFilter.logError) { Debug.LogError("NetworkDiscovery Initialize - data too large. max is " + k_MaxBroadcastMsgSize); } return(false); } if (!NetworkManager.activeTransport.IsStarted) { NetworkManager.activeTransport.Init(); } if (m_UseNetworkManager && NetworkManager.singleton != null) { m_BroadcastData = "NetworkManager:" + NetworkManager.singleton.networkAddress + ":" + NetworkManager.singleton.networkPort; if (LogFilter.logInfo) { Debug.Log("NetworkDiscovery set broadcast data to:" + m_BroadcastData); } } m_MsgOutBuffer = StringToBytes(m_BroadcastData); m_MsgInBuffer = new byte[k_MaxBroadcastMsgSize]; m_BroadcastsReceived = new Dictionary <string, NetworkBroadcastResult>(); ConnectionConfig cc = new ConnectionConfig(); cc.AddChannel(QosType.Unreliable); m_DefaultTopology = new HostTopology(cc, 1); if (m_IsServer) { StartAsServer(); } if (m_IsClient) { StartAsClient(); } return(true); }
private void InitUnetBroadcastDiscovery() { byte num; if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } ConnectionConfig defaultConfig = new ConnectionConfig(); defaultConfig.AddChannel(QosType.Unreliable); HostTopology topology = new HostTopology(defaultConfig, 1); this.hostId = NetworkTransport.AddHost(topology, 0xbaa1); if (this.hostId == -1) { Debug.LogError("Network Discovery addHost failed!"); } NetworkTransport.SetBroadcastCredentials(this.hostId, 0x3e8, 1, 1, out num); }
// Update is called once per frame void ConnectClient () { byte error; NetworkTransport.Init(); ConnectionConfig config = new ConnectionConfig(); myReliableChannelId = config.AddChannel(QosType.Reliable); HostTopology topology = new HostTopology(config, 1); hostId = NetworkTransport.AddHost(topology, Port); connectionId = NetworkTransport.Connect(hostId, ServerIP, Server.Port, 0, out error); if (error != (byte)NetworkError.Ok) { Debug.LogError("Client: error: " + (NetworkError)error); //not good return; } Debug.Log ("Client: connection succed"); SendSocketMessage (); }
// Use this for initialization private void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; var config = new ConnectionConfig(); state = config.AddChannel(QosType.Unreliable); reliable = config.AddChannel(QosType.ReliableSequenced); var topology = new HostTopology(config, 1); host = NetworkTransport.AddHost(topology); ms = new MemoryStream(data); reader = new BinaryReader(ms); writer = new BinaryWriter(ms); NetworkTransport.StartBroadcastDiscovery(host, port, 1, 1, 0, new byte[1], 1, 2000, out error); PhoneServer.TestError(error); Input.gyro.enabled = true; Input.compass.enabled = true; }
public bool Initialize() { if (this.m_BroadcastData.Length >= 0x400) { if (LogFilter.logError) { Debug.LogError("NetworkDiscovery Initialize - data too large. max is " + 0x400); } return(false); } if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } if (this.m_UseNetworkManager && (NetworkManager.singleton != null)) { object[] objArray1 = new object[] { "NetworkManager:", NetworkManager.singleton.networkAddress, ":", NetworkManager.singleton.networkPort }; this.m_BroadcastData = string.Concat(objArray1); if (LogFilter.logInfo) { Debug.Log("NetwrokDiscovery set broadbast data to:" + this.m_BroadcastData); } } this.m_MsgOutBuffer = StringToBytes(this.m_BroadcastData); this.m_MsgInBuffer = new byte[0x400]; this.m_BroadcastsReceived = new Dictionary <string, NetworkBroadcastResult>(); ConnectionConfig defaultConfig = new ConnectionConfig(); defaultConfig.AddChannel(QosType.Unreliable); this.m_DefaultTopology = new HostTopology(defaultConfig, 1); if (this.m_IsServer) { this.StartAsServer(); } if (this.m_IsClient) { this.StartAsClient(); } return(true); }
public bool Initialize() { if (this.m_BroadcastData.Length >= 0x400) { if (LogFilter.logError) { Debug.LogError("NetworkDiscovery Initialize - data too large. max is " + 0x400); } return false; } if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } if (this.m_UseNetworkManager && (NetworkManager.singleton != null)) { object[] objArray1 = new object[] { "NetworkManager:", NetworkManager.singleton.networkAddress, ":", NetworkManager.singleton.networkPort }; this.m_BroadcastData = string.Concat(objArray1); if (LogFilter.logInfo) { Debug.Log("NetwrokDiscovery set broadbast data to:" + this.m_BroadcastData); } } this.m_MsgOutBuffer = StringToBytes(this.m_BroadcastData); this.m_MsgInBuffer = new byte[0x400]; this.m_BroadcastsReceived = new Dictionary<string, NetworkBroadcastResult>(); ConnectionConfig defaultConfig = new ConnectionConfig(); defaultConfig.AddChannel(QosType.Unreliable); this.m_DefaultTopology = new HostTopology(defaultConfig, 1); if (this.m_IsServer) { this.StartAsServer(); } if (this.m_IsClient) { this.StartAsClient(); } return true; }
/// <summary> /// <para>Initializes the NetworkDiscovery component.</para> /// </summary> /// <returns> /// <para>Return true if the network port was available.</para> /// </returns> public bool Initialize() { if (this.m_BroadcastData.Length >= 1024) { if (LogFilter.logError) { Debug.LogError((object)("NetworkDiscovery Initialize - data too large. max is " + (object)1024)); } return(false); } if (!NetworkTransport.IsStarted) { NetworkTransport.Init(); } if (this.m_UseNetworkManager && (UnityEngine.Object)NetworkManager.singleton != (UnityEngine.Object)null) { this.m_BroadcastData = "NetworkManager:" + NetworkManager.singleton.networkAddress + ":" + (object)NetworkManager.singleton.networkPort; if (LogFilter.logInfo) { Debug.Log((object)("NetwrokDiscovery set broadbast data to:" + this.m_BroadcastData)); } } this.m_MsgOutBuffer = NetworkDiscovery.StringToBytes(this.m_BroadcastData); this.m_MsgInBuffer = new byte[1024]; this.m_BroadcastsReceived = new Dictionary <string, NetworkBroadcastResult>(); ConnectionConfig defaultConfig = new ConnectionConfig(); int num = (int)defaultConfig.AddChannel(QosType.Unreliable); this.m_DefaultTopology = new HostTopology(defaultConfig, 1); if (this.m_IsServer) { this.StartAsServer(); } if (this.m_IsClient) { this.StartAsClient(); } return(true); }
bool StartServer(MatchInfo info, ConnectionConfig config, int maxConnections) { InitializeSingleton(); OnStartServer(); if (m_RunInBackground) { Application.runInBackground = true; } NetworkCRC.scriptCRCCheck = scriptCRCCheck; NetworkServer.useWebSockets = m_UseWebSockets; if (m_GlobalConfig != null) { NetworkTransport.Init(m_GlobalConfig); } // passing a config overrides setting the connectionConfig property if (m_CustomConfig && m_ConnectionConfig != null && config == null) { m_ConnectionConfig.Channels.Clear(); foreach (var c in m_Channels) { m_ConnectionConfig.AddChannel(c); } NetworkServer.Configure(m_ConnectionConfig, m_MaxConnections); } if (config != null) { NetworkServer.Configure(config, maxConnections); } if (info != null) { if (!NetworkServer.Listen(info, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } } else { if (m_ServerBindToIP && !string.IsNullOrEmpty(m_ServerBindAddress)) { if (!NetworkServer.Listen(m_ServerBindAddress, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen on " + m_ServerBindAddress + " failed."); } return(false); } } else { if (!NetworkServer.Listen(m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } } } // this must be after Listen(), since that registers the default message handlers RegisterServerMessages(); if (LogFilter.logDebug) { Debug.Log("NetworkManager StartServer port:" + m_NetworkPort); } isNetworkActive = true; // Only change scene if the requested online scene is not blank, and is not already loaded string loadedSceneName = SceneManager.GetSceneAt(0).name; if (m_OnlineScene != "" && m_OnlineScene != loadedSceneName && m_OnlineScene != m_OfflineScene) { ServerChangeScene(m_OnlineScene); } else { NetworkServer.SpawnObjects(); } return(true); }
private bool StartServer(MatchInfo info, ConnectionConfig config, int maxConnections) { OnStartServer(); if (m_RunInBackground) { Application.runInBackground = true; } NetworkCRC.scriptCRCCheck = scriptCRCCheck; if (m_CustomConfig && m_ConnectionConfig != null && config == null) { m_ConnectionConfig.Channels.Clear(); foreach (QosType channel in m_Channels) { m_ConnectionConfig.AddChannel(channel); } NetworkServer.Configure(m_ConnectionConfig, m_MaxConnections); } RegisterServerMessages(); NetworkServer.sendPeerInfo = m_SendPeerInfo; NetworkServer.useWebSockets = m_UseWebSockets; if (config != null) { NetworkServer.Configure(config, maxConnections); } if (info != null) { if (!NetworkServer.Listen(info, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } } else if (m_ServerBindToIP && !string.IsNullOrEmpty(m_ServerBindAddress)) { if (!NetworkServer.Listen(m_ServerBindAddress, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen on " + m_ServerBindAddress + " failed."); } return(false); } } else if (!NetworkServer.Listen(m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } if (LogFilter.logDebug) { Debug.Log("NetworkManager StartServer port:" + m_NetworkPort); } isNetworkActive = true; if (m_OnlineScene != string.Empty && m_OnlineScene != Application.loadedLevelName && m_OnlineScene != m_OfflineScene) { ServerChangeScene(m_OnlineScene); } else { NetworkServer.SpawnObjects(); } return(true); }
private bool StartServer(MatchInfo info, ConnectionConfig config, int maxConnections) { InitializeSingleton(); OnStartServer(); if (m_RunInBackground) { Application.runInBackground = true; } NetworkCRC.scriptCRCCheck = scriptCRCCheck; NetworkServer.useWebSockets = m_UseWebSockets; if (m_GlobalConfig != null) { NetworkTransport.Init(m_GlobalConfig); } if (m_CustomConfig && m_ConnectionConfig != null && config == null) { m_ConnectionConfig.Channels.Clear(); for (int i = 0; i < m_Channels.Count; i++) { m_ConnectionConfig.AddChannel(m_Channels[i]); } NetworkServer.Configure(m_ConnectionConfig, m_MaxConnections); } if (config != null) { NetworkServer.Configure(config, maxConnections); } if (info != null) { if (!NetworkServer.Listen(info, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } } else if (m_ServerBindToIP && !string.IsNullOrEmpty(m_ServerBindAddress)) { if (!NetworkServer.Listen(m_ServerBindAddress, m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen on " + m_ServerBindAddress + " failed."); } return(false); } } else if (!NetworkServer.Listen(m_NetworkPort)) { if (LogFilter.logError) { Debug.LogError("StartServer listen failed."); } return(false); } RegisterServerMessages(); if (LogFilter.logDebug) { Debug.Log("NetworkManager StartServer port:" + m_NetworkPort); } isNetworkActive = true; string name = SceneManager.GetSceneAt(0).name; if (!string.IsNullOrEmpty(m_OnlineScene) && m_OnlineScene != name && m_OnlineScene != m_OfflineScene) { ServerChangeScene(m_OnlineScene); } else { NetworkServer.SpawnObjects(); } return(true); }