public void OnMatchJoined(JoinMatchResponse matchJoin) { if (matchJoin.success) { Debug.Log("Join match succeeded"); if (_lobby.matchCreated) { Debug.LogWarning("Match already set up, aborting..."); return; } MatchInfo matchInfo = new MatchInfo(matchJoin); Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString)); _client = new NetworkClient(); _client.RegisterHandler(MsgType.Connect, OnConnected); _client.RegisterHandler(MsgType.Disconnect, OnDisconnect); _client.RegisterHandler(MsgType.Error, OnError); _client.RegisterHandler(MsgType.AddPlayer, AddPlayerMessage); //_client.RegisterHandler(MsgType.Owner, OwnerMes); _client.RegisterHandler(100, MesFromServer); NetworkManager.singleton.StartClient(matchInfo); //_client.Connect(matchInfo); } else { Debug.LogError("Join match failed."); } }
//automatically called when starting a client public override void OnStartClient(NetworkClient mClient) { Debug.Log ("onstartclient called"); base.OnStartClient(mClient); mClient.RegisterHandler((short)MyMessages.MyMessageTypes.CHAT_MESSAGE, OnClientChatMessage); mClient.RegisterHandler((short)MyMessages.MyMessageTypes.USER_INFO, OnClientUserInfo); }
// Create a client and connect to the server port public void SetupClient() { myClient = new NetworkClient(); myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.RegisterHandler(MyMsgType.Info, OnInfo); myClient.Connect("10.250.235.162", 3000); }
public static void OnStartClient(NetworkClient client) { client.RegisterHandler(VoiceChatMsgType.Packet, OnClientPacketReceived); client.RegisterHandler(VoiceChatMsgType.SpawnProxy, OnProxySpawned); var prefab = Resources.Load<GameObject>(ProxyPrefabPath); ClientScene.RegisterPrefab(prefab); }
void setupLocalClient() { //registerPrefabs (); //Spawn (); myClient = ClientScene.ConnectLocalServer(); myClient.RegisterHandler(MsgType.Connect, OnConnectedLocalPlayer); myClient.RegisterHandler (MsgType.Error, OnErrorLocalPlayer); }
void setupClient() { //registerPrefabs (); //Spawn (); myClient = new NetworkClient(); myClient.RegisterHandler(MsgType.Connect, OnConnectedRemotePlayer); myClient.RegisterHandler (MsgType.Error, OnErrorRemotePlayer); myClient.Connect(gameIP, gamePort); }
public static void RegisterClientPacketHandlers(NetworkClient client) { client.RegisterHandler((short)PacketType.SetPlayerID, PHSetPlayerID); client.RegisterHandler((short)PacketType.SendMapInfo, PHReceiveMap); client.RegisterHandler((short)PacketType.PlayerNotReady, PHPlayerNotReady); client.RegisterHandler((short)PacketType.BroadcastPlayerName, PHBroadcastPlayerName); client.RegisterHandler((short)PacketType.BroadcastPlayerTeam, PHBroadcastPlayerTeam); client.RegisterHandler((short)PacketType.PlayerPrepared, PHPlayerPrepared); Debug.Log("Client Packet Handlers registered"); }
public void Init(NetworkClient client) { myClient = client; NetworkServer.RegisterHandler(clientMsgType, OnServerReadyToBeginMessage); NetworkServer.RegisterHandler(serverMsgType, OnServerReadyToBeginMessage); if (myClient != null) { myClient.RegisterHandler (serverMsgType, OnServerReadyToBeginMessage); myClient.RegisterHandler (clientMsgType, OnServerReadyToBeginMessage); } }
public void SetupLocalClient() { myClient = ClientScene.ConnectLocalServer (); myClient.RegisterHandler (MsgType.Connect, OnConnectedLocalClient); /*ClientScene.Ready(myClient.connection);*/ ClientScene.AddPlayer (myClient.connection, 0); }
public void joinGame() { // Check if there is a room // Has the game Started? // If no, send the player to the Waiting For Players page // If yes, give error message. Debug.Log (string.Format ("join button clicked")); client = new NetworkClient(); client.Connect ("192.168.1.103", 4444); client.RegisterHandler(MsgType.Connect, OnConnected); client.RegisterHandler(MsgType.Error, OnError); client.RegisterHandler (Message.GET_HAS_ROOM, OnGetRoom); }
public void SetupClient() { myClient = new NetworkClient(); myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.Connect("192.16.7.21", 8888); isAtStartup = false; }
public static void OnManagerStartClient(NetworkClient client, GameObject customPrefab = null) { client.RegisterHandler(VoiceChatMsgType.Packet, OnClientPacketReceived); client.RegisterHandler(VoiceChatMsgType.SpawnProxy, OnProxySpawned); if (customPrefab == null) { proxyPrefab = Resources.Load<GameObject>(ProxyPrefabPath); } else { proxyPrefab = customPrefab; } ClientScene.RegisterPrefab(proxyPrefab); }
public void connect(string server, NetworkMessageDelegate onConnect) { client = new NetworkClient (); if(onConnect != null) client.RegisterHandler (MsgType.Connect, onConnect); client.Connect (server, PORT); }
//private SyncListString chatHistory = new SyncListString(); public override void OnStartClient(NetworkClient mClient) { //chatHistory.Callback = OnStringChanged; base.OnStartClient(mClient); mClient.RegisterHandler((short)MyMessages.MyMessageTypes.CHAT_MESSAGE, OnClientChatMessage); //isAClient = true; }
public static void JoinP2PServer(string gn) { gameName = gn; myClient = instance.StartClient(); myClient.RegisterHandler(MyMsgType.UpdateSeed, OnSeedReceived); MasterServer.RequestHostList(gameID); }
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); }
// Create a client and connect to the server port public void SetupClient() { ClientScene.RegisterPrefab(Prefab); client = new NetworkClient(); client.RegisterHandler(MsgType.Connect, OnConnected); client.Connect("127.0.0.1", 4444); }
void Start() { NetworkManager netManager = GameObject.FindObjectOfType<NetworkManager>(); client = netManager.client; if (client.isConnected) client.RegisterHandler(CHAT_MSG, ClientReceiveChatMessage); if (isServer) NetworkServer.RegisterHandler(CHAT_MSG, ServerReceiveChatMessage); }
// 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); } }
public void Initialize (NetworkClient network_client, string playFabId) { _network = network_client; PlayFabId = playFabId; //Register for Messages _network.RegisterHandler(ChatServerMessageTypes.ChannelMessage, OnChannelMessage); _network.RegisterHandler(ChatServerMessageTypes.JoinChannelResponse, OnJoinChannelResponse); _network.RegisterHandler(ChatServerMessageTypes.CreateChannelResponse, OnCreateChannelResponse); Debug.Log ("send create channel"); _network.Send(ChatServerMessageTypes.CreateChannel, new CreateChannelMessage() { ChannelId = "General", MemberId = PlayFabId, MemberName = PlayerUsername, IsInviteOnly = false }); chat_diplay_name_text.text = PlayerUsername; }
// Create a client and connect to the server port public void SetupClient() { Debug.Log ("SetupClient."); foreach (GameObject prefab in prefabs) { if (prefab != null) ClientScene.RegisterPrefab (prefab); } myClient = new NetworkClient (); myClient.RegisterHandler (MsgType.Connect, OnConnected); myClient.Connect (base.networkAddress, base.networkPort); }
void Start() { //on client, this isn't required but is nice for testing. Application.runInBackground = true; var globals = FindObjectOfType<GlobalAssets>(); _networkStateEntityProtoType = globals.NetworkEntityStatePrototype.GetComponent<NetworkIdentity>(); ClientScene.RegisterSpawnHandler(_networkStateEntityProtoType.assetId, OnSpawnEntity, OnDespawnEntity); _client = new NetworkClient(); _client.Connect("localhost", 7777); _client.RegisterHandler(MsgType.Connect, OnClientConnected); }
public void OnMatchJoined(JoinMatchResponse matchJoin) { if (matchJoin.success) { Debug.Log("Join match succeeded"); if (matchCreated) { Debug.LogWarning("Match already set up, aborting..."); return; } Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString)); NetworkClient myClient = new NetworkClient(); myClient.RegisterHandler(MsgType.Connect, OnConnected); myClient.Connect(new MatchInfo(matchJoin)); } else { Debug.LogError("Join match failed"); } }
void Start() { manager = GetComponent<NetworkManager>(); manager.StartMatchMaker(); matcher = manager.matchMaker; matcher.ListMatches(0, ListSize, "", (matches) => { if (matches.success) { if (matches.matches.Count > 0 && !OnlyHost) { matcher.JoinMatch(matches.matches[0].networkId, "", (join) => { if (join.success) { Utility.SetAccessTokenForNetwork(join.networkId, new NetworkAccessToken(join.accessTokenString)); NetworkClient client = new NetworkClient(); client.RegisterHandler(MsgType.Connect, (connected) => { Debug.Log("Connected"); }); client.Connect(new MatchInfo(join)); manager.StartClient(); } else { Debug.LogError("Could not join match"); } }); } else { matcher.CreateMatch(URandom.value.ToString(), PlayerCountPerRoom, Advertise, "", (created) => { if (created.success) { Debug.Log("Create match succeeded"); Utility.SetAccessTokenForNetwork(created.networkId, new NetworkAccessToken(created.accessTokenString)); NetworkServer.Listen(new MatchInfo(created), 9000); manager.StartHost(); isHost = true; } else { Debug.LogError("Could not create match"); } }); } } else { Debug.LogError("Could not recieve list of matchces"); } }); }
public void connectToLocal(NetworkMessageDelegate onConnect) { client = ClientScene.ConnectLocalServer (); client.RegisterHandler (MsgType.Connect, onConnect); }
void Start() { NetworkManager netManager = FindObjectOfType<NetworkManager>(); if (netManager == null) return; Debug.Log("found netManager"); client = netManager.client; if (client.isConnected) client.RegisterHandler(CHAT_MSG, ClientReceiveChatMessage); if (isServer) NetworkServer.RegisterHandler(CHAT_MSG, ServerReceiveChatMessage); }
public override void OnStartClient(NetworkClient client) { if (this.lobbySlots.Length == 0) this.lobbySlots = new NetworkLobbyPlayer[this.maxPlayers]; if ((UnityEngine.Object) this.m_LobbyPlayerPrefab == (UnityEngine.Object) null || (UnityEngine.Object) this.m_LobbyPlayerPrefab.gameObject == (UnityEngine.Object) null) { if (LogFilter.logError) Debug.LogError((object) "NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab."); } else ClientScene.RegisterPrefab(this.m_LobbyPlayerPrefab.gameObject); if ((UnityEngine.Object) this.m_GamePlayerPrefab == (UnityEngine.Object) null) { if (LogFilter.logError) Debug.LogError((object) "NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab."); } else ClientScene.RegisterPrefab(this.m_GamePlayerPrefab); client.RegisterHandler((short) 43, new NetworkMessageDelegate(this.OnClientReadyToBegin)); client.RegisterHandler((short) 45, new NetworkMessageDelegate(this.OnClientAddPlayerFailedMessage)); this.OnLobbyStartClient(client); }
public void SetupLocalClient() { myClient = ClientScene.ConnectLocalServer(); myClient.RegisterHandler(MsgType.Connect, OnConnected); isAtStartup = false; }
internal void RegisterClientMessages(NetworkClient client) { client.RegisterHandler((short) 32, new NetworkMessageDelegate(this.OnClientConnectInternal)); client.RegisterHandler((short) 33, new NetworkMessageDelegate(this.OnClientDisconnectInternal)); client.RegisterHandler((short) 36, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal)); client.RegisterHandler((short) 34, new NetworkMessageDelegate(this.OnClientErrorInternal)); client.RegisterHandler((short) 39, new NetworkMessageDelegate(this.OnClientSceneInternal)); if ((UnityEngine.Object) this.m_PlayerPrefab != (UnityEngine.Object) null) ClientScene.RegisterPrefab(this.m_PlayerPrefab); using (List<GameObject>.Enumerator enumerator = this.m_SpawnPrefabs.GetEnumerator()) { while (enumerator.MoveNext()) { GameObject current = enumerator.Current; if ((UnityEngine.Object) current != (UnityEngine.Object) null) ClientScene.RegisterPrefab(current); } } }
// This provided NetManager accounts for a client, server, or host. Register handlers for a client here using the NetworkClient field internal void RegisterClientMessages(NetworkClient client) { client.RegisterHandler((short) 32, new NetworkMessageDelegate(this.OnClientConnectInternal)); client.RegisterHandler((short) 33, new NetworkMessageDelegate(this.OnClientDisconnectInternal)); client.RegisterHandler((short) 36, new NetworkMessageDelegate(this.OnClientNotReadyMessageInternal)); client.RegisterHandler((short) 34, new NetworkMessageDelegate(this.OnClientErrorInternal)); client.RegisterHandler((short) 39, new NetworkMessageDelegate(this.OnClientSceneInternal)); // handle the registering of the clients prefab also so it doesnt need to be done manually from separate client code if ((UnityEngine.Object) this.m_PlayerPrefab != (UnityEngine.Object) null) ClientScene.RegisterPrefab(this.m_PlayerPrefab); // Also register any prefabs added in the inspector so they are included in the game for the client, no manual client code also needed using (List<GameObject>.Enumerator enumerator = this.m_SpawnPrefabs.GetEnumerator()) { while (enumerator.MoveNext()) { GameObject current = enumerator.Current; if ((UnityEngine.Object) current != (UnityEngine.Object) null) ClientScene.RegisterPrefab(current); } } }