Пример #1
0
 private void OnCheckConnectionOk()
 {
     // All OK
     Msg.Log("LoginScreenController.OnCheckConnectionOk callback was called");
     _connCheckState    = ConnCheckState.NetworkCheckPassed;
     ConnectionLog.text = "Internet connection ok.";
     // to be safe, the logic to enable buttons has been moved to update()
 }
Пример #2
0
        private void OnCheckConnectionFail()
        {
            // Fail
            Msg.Log("LoginScreenController.OnCheckConnectionFail callback was called");
            _connCheckState    = ConnCheckState.NetworkCheckFailed;
            ConnectionLog.text = "No internet connection found, will keep trying. Try the offline demo?";

            // Try again
            Invoke("CheckConnectionInvokable", 5f);
        }
Пример #3
0
        // Use this for initialization
        void Start()
        {
            // Do the fade, always
            FadeSetupAndActivate();

            // Check for cardboard being available in the project build (eg it is there for Android, prob iOS, but not Windows, Mac)
            string[] d = UnityEngine.XR.XRSettings.supportedDevices;
            for (int i = 0; i < d.Length; i++)
            {
                Msg.Log("VRSettings.supportedDevices: " + d[i]);
                if (d[i] == "cardboard")
                {
                    _cardboardAvailable = true;
                }
            }
            // Called from login scene
            LabelVersion.text = GetVersion();

            // Defaults
            _connCheckState    = ConnCheckState.Idle;
            _connLog           = "";
            ConnectionLog.text = "";
            Instructions.text  = "";

            // Only offer cardboard if we found it in the build
            OptionA_ViewVr.interactable = _cardboardAvailable;

            //OptionC_ShowOff.interactable = false;
            _letsGoApprovedIsInProgress = false;

            // Try to get stored value
            InputField_AddrTx.text = PlayerPrefs.GetString(c_addr_or_tx_value, "");
            AutoGrowDropdown.value = PlayerPrefs.GetInt(c_auto_grow_Depth, 2); // index 2 means depth 3, a fair default I think

            // Any remote settings?
            if (NewsText != null)
            {
                NewsText.text = "";
            }
            RemoteSettings.Updated += new RemoteSettings.UpdatedEventHandler(OnRemoteUpdate);

            CheckConnectionInvokable();
        }
Пример #4
0
 /// <summary>
 /// May be called by invoke
 /// </summary>
 private void CheckConnectionInvokable()
 {
     _connCheckState = ConnCheckState.NetworkCheck;
     Msg.Log("Checking internet connection...");
     _iAdaptor.CheckConnectionPossible(() => OnCheckConnectionOk(), () => OnCheckConnectionFail());
 }
Пример #5
0
    private void CheckConnection()
    {
        _connLog = "";

          if (_epmIsOfflineToEdit)
          {
         GameManager.Instance.SetOffineMode(_epmIsOfflineToEdit);
          }

          // Trigger the first connection check
          _connCheckState = ConnCheckState.NetCheck;
          ConnLog("Checking internet connection...");

          // This asynchronously raises event when NetCheck done, and we've hooked event OnConnNetCheckReturned
          // to process results and trigger next check
          GameManager.Instance.GetConnData_NetCheck();

          // this just for testing
          //_isItOkToPressPlayButton = true;
    }
Пример #6
0
    // Use this for initialization
    void Start()
    {
        GameManager.Instance.OnConnNetCheckReturned += OnConnNetCheckReturned;
          GameManager.Instance.OnServerUpReturned += OnServerUpReturned;
          GameManager.Instance.OnLoginCredReturned += OnLoginCredReturned;
          GameManager.Instance.OnVerDetReturned += OnVerDetReturned;
          _connCheckState = ConnCheckState.Idle;

          // if this flag in inspector is false, we must have been called from real GameLogin scene
          if (_isRunImmediatelySkipGui == false)
          {
         GameLogin.IsCalledFromLoginScreen = true;
          }

          // these defaults also set by the "set to defaults" button
          SetDefaults();

          // game version contains version info
        #if UNITY_EDITOR
          _gameVersion += ": Editor";
        #elif UNITY_WEBPLAYER
          _gameVersion += ": Web Player";
        #elif UNITY_STANDALONE
          _gameVersion += ": Standalone";
        #else
          _gameVersion += ": Unknown";
        #endif

          if (_isRunImmediatelySkipGui)
          {
         // cant set this, it means later calls appear to be offline _epmIsOfflineToEdit = true;
         _sceneToLoadWhenFinished = null;  // if we are skipping gui, leave scene alone
         StartGame();
          }
    }
Пример #7
0
    private void OnVerDetReturned(object sender, VerDetEventArgs vdea)
    {
        HanaVersion hv = vdea.HanaVer;
          WwwResponse r = GameManager.Instance.GetConnResponse_VerDet(hv);

          if (String.IsNullOrEmpty(r.WwwError))
          {
         // Version determination was ok
         _hanaVersion = hv;
         ConnLog("Version " + hv.ToString() + " is supported");
         // Checks are now complete
         _connCheckState = ConnCheckState.CheckPassed;
         ConnLog("Checks complete, please press Start button!");
         _isItOkToPressPlayButton = true;
          }
          else
          {
         // Check failed, either start a new version check or if we have exhausted
         // supported versions then report failure
         switch (hv)
         {
            case HanaVersion.v1_00_60:
               ConnLog("HANA version is not supported");
               _connCheckState = ConnCheckState.CheckFailed;
               break;

            case HanaVersion.v1_00_70:
               // Trigger the next version check
               ConnLog("Check for version " + HanaVersion.v1_00_60.ToString());
               GameManager.Instance.GetConnData_VerDet(HanaVersion.v1_00_60, _epmHostToEdit, _epmInstanceToEdit);
               break;

            case HanaVersion.v1_00_72:
               // Trigger the next version check
               ConnLog("Check for version " + HanaVersion.v1_00_70.ToString());
               GameManager.Instance.GetConnData_VerDet(HanaVersion.v1_00_70, _epmHostToEdit, _epmInstanceToEdit);
               break;

            default:
               break;
         }
          }
    }
Пример #8
0
 private void OnServerUpReturned(object sender, EventArgs e)
 {
     WwwResponse r = GameManager.Instance.GetConnResponse_ServerUp();
       //print("GameLogin has received event OnConnNetCheckReturned, it contained" + r.WwwError);
       if (String.IsNullOrEmpty(r.WwwError))
       {
      ConnLog("HANA server pinged ok");
      // Trigger the next connection check
      _connCheckState = ConnCheckState.LoginCred;
      ConnLog("Checking login credentials...");
      GameManager.Instance.StartGamePartial(_epmHostToEdit, _epmInstanceToEdit,
                                            _usernameToEdit, _passwordToEdit);
      GameManager.Instance.GetConnData_LoginCred();
       }
       else
       {
      ConnLog("HANA server ping failed, error: " + r.WwwError);
      _connCheckState = ConnCheckState.CheckFailed;
      ConnLog("If the internet connection check was ok, this means host or instance is wrong, or server is down");
       }
 }
Пример #9
0
 private void OnLoginCredReturned(object sender, EventArgs e)
 {
     WwwResponse r = GameManager.Instance.GetConnResponse_LoginCred();
       if (String.IsNullOrEmpty(r.WwwError))
       {
      ConnLog("Login credentials ok");
      // Trigger the next connection check
      _connCheckState = ConnCheckState.VerDet;
      ConnLog("Checking HANA version...");
      ConnLog("Check for version " + HanaVersion.v1_00_72.ToString());
      GameManager.Instance.GetConnData_VerDet(HanaVersion.v1_00_72, _epmHostToEdit, _epmInstanceToEdit);
       }
       else
       {
      ConnLog("Login credentials not ok, error: " + r.WwwError);
      ConnLog("Cause is usually incorrect username or password, or the user missing authorisations for EPM demo content");
      _connCheckState = ConnCheckState.CheckFailed;
       }
 }
Пример #10
0
    private void OnConnNetCheckReturned(object sender, EventArgs e)
    {
        WwwResponse r = GameManager.Instance.GetConnResponse_NetCheck();

          //print("GameLogin has received event OnConnNetCheckReturned, it contained" + r.WwwError);
          if (String.IsNullOrEmpty(r.WwwError))
         ConnLog("Internet connection ok");
          else
          {
         ConnLog("Internet connection not ok, error: " + r.WwwError);
         ConnLog("Internet connection might be being blocked by a firewall?");
          }
          // Trigger the next connection check
          _connCheckState = ConnCheckState.ServerUp;
          ConnLog("Checking to see if HANA server can be pinged...");
          GameManager.Instance.GetConnData_ServerUp(_epmHostToEdit, _epmInstanceToEdit);
    }