public override void ConnectFailed(UdpEndPoint endpoint, IProtocolToken token) { if (this.gui) { this.gui.SetErrorText("Could not connect to server (attempt " + this._connectionAttempts + "/3)"); } else { UnityEngine.Debug.LogError("could not connect to dedicated server: " + this.dedicatedHostEndPoint); } }
public override void ConnectAttempt(UdpEndPoint endpoint, IProtocolToken token) { Debug.Log(string.Concat(new object[] { "ConnectAttempt: ", endpoint.Address, ":", endpoint.Port })); base.CancelInvoke("OnDisconnected"); base.Invoke("OnDisconnected", (float)(6 * this._connectionAttempts)); }
public override void ConnectFailed(UdpEndPoint endpoint, IProtocolToken token) { if (_connectState == ConnectState.DirectPending) { ChangeState(ConnectState.DirectFailed); } if (_connectState == ConnectState.RelayPending) { ChangeState(ConnectState.RelayFailed); } }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) { if (BoltNetwork.IsServer) { RoomProtocolToken myToken = new RoomProtocolToken() { ArbitraryData = staticData.myAdditiveWorld, password = "******" }; BoltNetwork.Accept(endpoint, myToken); } }
/// <summary> /// When a new client connects after the game was already started, this makes sure that it will /// load all already loaded additive scenes. /// </summary> public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token) { if (BoltNetwork.IsServer) { BoltLog.Warn("Remote Connection {0} has Loaded Scene", connection); foreach (var item in loadedScenes) { var evt = LoadSceneRequest.Create(connection, ReliabilityModes.ReliableOrdered); evt.SceneName = item; evt.Load = true; evt.Send(); } } }
public override void SceneLoadLocalDone(string map, IProtocolToken token) { if (BoltNetwork.IsServer) { InitializeSpawns(); RoomInfoToken = (RoomProtocolToken)token; _playersCount = RoomInfoToken.PlayersCount; // Instantiate server kart var serverTeam = _teamAssigner.PickAvailableTeam(); AssignSpawn(SWMatchmaking.GetMyBoltId(), serverTeam); _teamAssigner.AddPlayer(serverTeam, SWMatchmaking.GetMyBoltId()); } }
public override void ConnectFailed(UdpEndPoint endpoint, IProtocolToken token) { if (this.gui) { this.gui.SetErrorText("Could not connect to server (attempt " + this._connectionAttempts + "/3)"); } else { Debug.LogError("could not connect to dedicated server: " + SteamClientDSConfig.serverAddress); } this._connectionAttempts = 3; CoopClientCallbacks.OnDisconnected = null; CoopPlayerCallbacks.WasDisconnectedFromServer = true; BoltLauncher.Shutdown(); SteamClientConfig.KickMessage = ((!SteamClientDSConfig.isDedicatedClient) ? "Server timeout. Could not connect to this server." : "Server does not seem to be set up correctly"); UnityEngine.Object.Destroy(base.gameObject); SceneManager.LoadScene("TitleScene", LoadSceneMode.Single); }
public override void SceneLoadLocalDone(string scene, IProtocolToken token) { var spawnPos = new Vector3(Random.Range(-5, 5), 0, 0); if (myEntityPos != Vector3.zero) { spawnPos = myEntityPos; } myEntity = BoltNetwork.Instantiate(SpawnPrefab, spawnPos, Quaternion.EulerAngles(myEntityRot)); myEntity.TakeControl(); if (BoltNetwork.IsServer) { myEntity.GetState <IFPSPlayerState>().isServer = true; } }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) { //check UserID and SessionID TestToken myToken = (TestToken)token; //ask GameLift to verify sessionID is valid, it will change player slot from "RESERVED" to "ACTIVE" Aws.GameLift.GenericOutcome outCome = GameLiftServerAPI.AcceptPlayerSession(myToken.ArbitraryData); if (outCome.Success) { BoltNetwork.Accept(endpoint); } else { BoltNetwork.Refuse(endpoint); } /* * This data type is used to specify which player session(s) to retrieve. * It can be used in several ways: * (1) provide a PlayerSessionId to request a specific player session; * (2) provide a GameSessionId to request all player sessions in the specified game session; or * (3) provide a PlayerId to request all player sessions for the specified player. * For large collections of player sessions, * use the pagination parameters to retrieve results as sequential pages. * */ var aaa = new DescribePlayerSessionsRequest() { PlayerSessionId = myToken.ArbitraryData, // GameSessionId = myToken.ArbitraryData, // PlayerId = }; Aws.GameLift.DescribePlayerSessionsOutcome DPSO = GameLiftServerAPI.DescribePlayerSessions(aaa); string TheirPlayerId = DPSO.Result.PlayerSessions[0].PlayerId; Debug.Log(TheirPlayerId); }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) // reject the player if there are more than 10 players and if the game has started. { var connections = BoltNetwork.Connections.ToList(); // https://doc.photonengine.com/en-us/bolt/current/connection-and-authentication/accept-refuse-connection if (connections.Count > MAX_PLAYERS | GameManager.instance.Game_Counter_Started) // 10 players max; // reject if the game has started { BoltNetwork.Refuse(endpoint); /* * BoltMatchmaking.UpdateSession(new PhotonRoomProperties() * { * IsOpen = false, * IsVisible = false, * });*/ return; } BoltNetwork.Accept(endpoint); }
public PartSpawnData(IProtocolToken _token, Vector3 _position, Quaternion _rotation, int _owner) { posX = _position.x; posY = _position.y; posZ = _position.z; rotX = _rotation.x; rotY = _rotation.y; rotZ = _rotation.z; rotW = _rotation.w; owner = _owner; if (_token.GetType() == typeof(PartToken)) { PartToken token = (PartToken)_token; templateID = token.TemplateID; id = token.ID; disabled = token.Disabled; parent = -1; parentCon = -1; con = -1; } else { PartTokenParent token = (PartTokenParent)_token; templateID = token.TemplateID; id = token.ID; parent = token.Parent; parentCon = token.ParentCon; con = token.Con; disabled = token.Disabled; } }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) { base.ConnectRequest(endpoint, token); if (!(token is ClientConnectionToken clientToken)) { BoltNetwork.Refuse(endpoint, new ClientRefuseToken(ConnectRefusedReason.InvalidToken)); return; } if (clientToken.UnityId == SystemInfo.unsupportedIdentifier) { BoltNetwork.Refuse(endpoint, new ClientRefuseToken(ConnectRefusedReason.UnsupportedDevice)); return; } if (clientToken.Version != ServerToken.Version) { BoltNetwork.Refuse(endpoint, new ClientRefuseToken(ConnectRefusedReason.InvalidVersion)); return; } BoltNetwork.Accept(endpoint); }
public override void SceneLoadLocalDone(string scene, IProtocolToken token) { Camera.main.backgroundColor = Color.green; Debug.LogFormat("Scene Load Done at {0}", scene); }
public override void ConnectFailed(UdpEndPoint endpoint, IProtocolToken token) { BoltConsole.Write("ConnectFailed", Color.red); base.ConnectFailed(endpoint, token); }
public override void SceneLoadLocalDone(string scene, IProtocolToken token) { Destroy(gameObject); }
public override void SceneLoadLocalDone(string scene, IProtocolToken token) { BoltEntity player = BoltNetwork.Instantiate(BoltPrefabs.EthanServerAuth, new Vector3(0, -1f, 0), Quaternion.identity); player.TakeControl(); }
public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token) { BoltEntity player = BoltNetwork.Instantiate(BoltPrefabs.EthanServerAuth, new Vector3(0, -1f, 0), Quaternion.identity); player.AssignControl(connection); }
public override void ConnectAttempt(UdpEndPoint endpoint, IProtocolToken token) { UnityEngine.Debug.Log("ConnectAttempt"); base.CancelInvoke("OnDisconnected"); base.Invoke("OnDisconnected", (float)(6 * this._connectionAttempts)); }
public override void ConnectAttempt(UdpEndPoint endpoint, IProtocolToken token) { base.ConnectAttempt(endpoint, token); Debug.Log("ConnectAttempt"); }
public void Event_SessionConnected(UdpSession session, IProtocolToken token) { // nothing to do at the moment }
public void Event_ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) { Log.Info(LogChannel, "[PhotonNetworkInterface] ConnectRequest: " + endpoint.Address + " port: " + endpoint.Port); }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) { BoltNetwork.Accept(endpoint); }
public void Event_ConnectRefused(UdpEndPoint endpoint, IProtocolToken token) { Log.Info(LogChannel, "[PhotonNetworkInterface] ConnectRefused: " + endpoint.Address + " port: " + endpoint.Port); ConcludeOperationCallback(ref _operationCallbackSessionConnected, false, "Connection refused"); }
public override void ConnectRequest(UdpEndPoint endpoint, IProtocolToken token) => PhotonNetworkInterface.Event_ConnectRequest(endpoint, token);
public void Event_SessionConnectFailed(UdpSession session, IProtocolToken token, UdpSessionError errorReason) { Log.Info(LogChannel, $"[PhotonNetworkInterface] SessionConnectFailed: session:{session.Id} name:{session.HostName} reason:{errorReason}"); ConcludeOperationCallback(ref _operationCallbackSessionConnected, false, errorReason.ToString()); }
public override void SessionConnectFailed(UdpSession session, IProtocolToken token, UdpSessionError errorReason) => PhotonNetworkInterface.Event_SessionConnectFailed(session, token, errorReason);
public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token) { }
public override void SessionConnected(UdpSession session, IProtocolToken token) => PhotonNetworkInterface.Event_SessionConnected(session, token);
public override void ConnectRefused(UdpEndPoint endpoint, IProtocolToken token) { BoltLog.Warn("Connect Refused"); base.ConnectRefused(endpoint, token); }
public override void ConnectAttempt(UdpEndPoint endpoint, IProtocolToken token) { BoltLog.Warn("Connect Attempt"); base.ConnectAttempt(endpoint, token); }
private void OnServerSpellLaunch(Unit caster, Vector3 source, SpellInfo spellInfo, IProtocolToken processingToken) { UnitSpellLaunchEvent unitCastEvent = UnitSpellLaunchEvent.Create(caster.BoltEntity, EntityTargets.Everyone); unitCastEvent.SpellId = spellInfo.Id; unitCastEvent.ProcessingEntries = processingToken; unitCastEvent.Source = source; unitCastEvent.Send(); SpellCastRequestAnswerEvent spellCastAnswer = caster.IsController ? SpellCastRequestAnswerEvent.Create(GlobalTargets.OnlyServer, ReliabilityModes.ReliableOrdered) : SpellCastRequestAnswerEvent.Create(caster.BoltEntity.Controller, ReliabilityModes.ReliableOrdered); spellCastAnswer.SpellId = spellInfo.Id; spellCastAnswer.Result = (int)SpellCastResult.Success; spellCastAnswer.ProcessingEntries = processingToken; spellCastAnswer.Source = source; spellCastAnswer.Send(); }
public override void ConnectRefused(UdpEndPoint endpoint, IProtocolToken token) { BoltLog.Info("ConnectRefused", Color.red); base.ConnectRefused(endpoint, token); }