void Start() { //Enable Background Running Application.runInBackground = true; //Enable custom log CustomLogger.LogIt("Start Logging"); //Application.dataPath Debug.Log(Application.dataPath); //Connect to the DarkRift Server using the Ip specified (will hang until connected or timeout) DarkRiftAPI.Connect(serverIP, serverPort); //Setup a receiver so we can create players when told to. DarkRiftAPI.onDataDetailed += ReceiveData; //Tell others that we've entered the game and to instantiate a player object for us. if (DarkRiftAPI.isConnected) { Debug.Log("Connected to the Server!"); //Get everyone else to tell us to spawn them a player (this doesn't need the data field so just put whatever) DarkRiftAPI.SendMessageToOthers(TagIndex.Controller, TagIndex.ControllerSubjects.JoinMessage, "hi"); //Then tell them to spawn us a player! (this time the data is the spawn position) DarkRiftAPI.SendMessageToAll(TagIndex.Controller, TagIndex.ControllerSubjects.SpawnPlayer, new Vector3(0f, 0f, 0f)); } else { Debug.LogError("Failed to connect to DarkRift Server!"); } }
/// <summary /// Start this instance. /// </summary> void Start() { CustomLogger.LogIt("--- Starting Logging ---"); Debug.Log("Network idle."); StartClient(ipAddress); Debug.Log("Network Started."); //serverConn.SendBytes(new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, SendOption.Reliable); //DEBUG SendMessageToServer((sbyte)CommandType.LOGIN); //Add PLAYER_JOIN MESSAGE (SENDTOOTHER) NOT HERE TIMER/THREAD PROBLEM //SendMessage(SendType.SENDTOOTHER, PacketId.PLAYER_JOIN, 0, this.UID, true, PlayerME.transform.position, PlayerME.transform.rotation); lastPosition = PlayerME.transform.position; lastRotation = PlayerME.transform.rotation; Debug.Log("Network Trasmitted."); }
/// <summary /// Start this instance. /// </summary> void Start() { CustomLogger.LogIt("--- Starting Logging ---"); //Enable Background Running //Application.runInBackground = true; INIParser ini = new INIParser(); // Open the save file. If the save file does not exist, INIParser automatically create // one ini.Open(Application.dataPath + "/MayaVerse.ini"); if (ini.IsKeyExists("NetworkConfig", "ServerIP")) { ipAddress = ini.ReadValue("NetworkConfig", "ServerIP", "127.0.0.1"); Debug.Log("ServerIP: " + ipAddress); } else { ini.WriteValue("NetworkConfig", "ServerIP", "127.0.0.1"); Debug.Log("ServerIP: " + ipAddress); } if (ini.IsKeyExists("NetworkConfig", "ServerPort")) { portNumber = ini.ReadValue("NetworkConfig", "ServerPort", 4296); Debug.Log("ServerPort: " + portNumber.ToString()); } else { ini.WriteValue("NetworkConfig", "ServerPort", 4296); Debug.Log("ServerPort: " + portNumber.ToString()); } if (ini.IsKeyExists("AvatarConfig", "AvatarName")) { AvatarName = ini.ReadValue("AvatarConfig", "AvatarName", "Vytek75"); Debug.Log("AvatarName: " + this.AvatarName); } else { ini.WriteValue("AvatarConfig", "AvatarName", "Vytek75"); Debug.Log("AvatarName: " + this.AvatarName); } if (ini.IsKeyExists("AvatarConfig", "AvatarPassword")) { AvatarPassword = ini.ReadValue("AvatarConfig", "AvatarPassword", "test1234!"); Debug.Log("AvatarPassword: "******"AvatarConfig", "AvatarPassword", "test1234!"); Debug.Log("AvatarPassword: "******"Network idle."); StartClient(ipAddress); Debug.Log("Network Started."); //serverConn.SendBytes(new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, SendOption.Reliable); //DEBUG SendMessageToServer((sbyte)CommandType.LOGIN); //Add PLAYER_JOIN MESSAGE (SENDTOOTHER) NOT HERE TIMER/THREAD PROBLEM //SendMessage(SendType.SENDTOOTHER, PacketId.PLAYER_JOIN, 0, this.UID, true, PlayerME.transform.position, PlayerME.transform.rotation); lastPosition = PlayerME.transform.position; lastRotation = PlayerME.transform.rotation; Debug.Log("Network Trasmitted."); //START POOL MANAGER FOR NETWORKOBJECTS Debug.Log("Pool Manager started."); poolObj = PoolsManager.Instance; }