Exemplo n.º 1
0
        public void Connect(EndPoint secureTunnelEndPoint)
        {
            bool usePlatformSpecificProtocols = NetworkTransport.DoesEndPointUsePlatformProtocols(secureTunnelEndPoint);

            PrepareForConnect(usePlatformSpecificProtocols);

            if (LogFilter.logDebug)
            {
                Debug.Log("Client Connect to remoteSockAddr");
            }

            if (secureTunnelEndPoint == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Connect failed: null endpoint passed in");
                }
                m_AsyncConnect = ConnectState.Failed;
                return;
            }

            // Make sure it's either IPv4 or IPv6
            if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Connect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6");
                }
                m_AsyncConnect = ConnectState.Failed;
                return;
            }

            // Make sure it's an Endpoint we know what to do with
            string endPointType = secureTunnelEndPoint.GetType().FullName;

            if (endPointType == "System.Net.IPEndPoint")
            {
                IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint;
                Connect(tmp.Address.ToString(), tmp.Port);
                return;
            }
            if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint") && (endPointType != "UnityEngine.PSVita.SceEndPoint"))
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Connect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)");
                }
                m_AsyncConnect = ConnectState.Failed;
                return;
            }

            byte error = 0;

            // regular non-relay connect
            m_RemoteEndPoint = secureTunnelEndPoint;
            m_AsyncConnect   = ConnectState.Connecting;

            try
            {
                m_ClientConnectionId = m_UseRelay ? RelayTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, RelayTransport.RelayAddress, RelayTransport.RelayPort, 0, out error) : NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error);
            }
            catch (Exception ex)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Connect failed: Exception when trying to connect to EndPoint: " + ex);
                }
                m_AsyncConnect = ConnectState.Failed;
                return;
            }
            if (m_ClientConnectionId == 0)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Connect failed: Unable to connect to EndPoint (" + error + ")");
                }
                m_AsyncConnect = ConnectState.Failed;
                return;
            }

            m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
            m_Connection.SetHandlers(m_MessageHandlers);
            m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
        }
Exemplo n.º 2
0
        public bool ReconnectToNewHost(EndPoint secureTunnelEndPoint)
        {
            if (!NetworkClient.active)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect - NetworkClient must be active");
                }
                return(false);
            }

            if (m_Connection == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect - no old connection exists");
                }
                return(false);
            }

            if (LogFilter.logInfo)
            {
                Debug.Log("NetworkClient Reconnect to remoteSockAddr");
            }

            ClientScene.HandleClientDisconnect(m_Connection);
            ClientScene.ClearLocalPlayers();

            m_Connection.Disconnect();
            m_Connection = null;
            m_ClientId   = m_UseRelay ? RelayTransport.AddHost(m_HostTopology, m_HostPort, false, RelayTransport.RelayAddress, RelayTransport.RelayPort) : NetworkTransport.AddHost(m_HostTopology, m_HostPort);

            if (secureTunnelEndPoint == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect failed: null endpoint passed in");
                }
                m_AsyncConnect = ConnectState.Failed;
                return(false);
            }

            // Make sure it's either IPv4 or IPv6
            if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6");
                }
                m_AsyncConnect = ConnectState.Failed;
                return(false);
            }

            // Make sure it's an Endpoint we know what to do with
            string endPointType = secureTunnelEndPoint.GetType().FullName;

            if (endPointType == "System.Net.IPEndPoint")
            {
                IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint;
                Connect(tmp.Address.ToString(), tmp.Port);
                return(m_AsyncConnect != ConnectState.Failed);
            }
            if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint"))
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)");
                }
                m_AsyncConnect = ConnectState.Failed;
                return(false);
            }

            byte error = 0;

            // regular non-relay connect
            m_RemoteEndPoint = secureTunnelEndPoint;
            m_AsyncConnect   = ConnectState.Connecting;

            try
            {
                m_ClientConnectionId = m_UseRelay ? RelayTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, RelayTransport.RelayAddress, RelayTransport.RelayPort, 0, out error) : NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error);
            }
            catch (Exception ex)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect failed: Exception when trying to connect to EndPoint: " + ex);
                }
                m_AsyncConnect = ConnectState.Failed;
                return(false);
            }
            if (m_ClientConnectionId == 0)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Reconnect failed: Unable to connect to EndPoint (" + error + ")");
                }
                m_AsyncConnect = ConnectState.Failed;
                return(false);
            }

            m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
            m_Connection.SetHandlers(m_MessageHandlers);
            m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
            return(true);
        }