public void HostButtonClickUI() { Networking.Disconnect(); WeAreHost = true; Networking.Host(Port, Networking.TransportationProtocolType.UDP, 4); AddListeners(); }
private static void GetHostsRequestToClient(NetworkingPlayer sender, NetworkingStream stream) { int count = ObjectMapper.Map <int>(stream); List <HostInfo> hostList = new List <HostInfo>(); for (int i = 0; i < count; i++) { hostList.Add(new HostInfo() { ipAddress = ObjectMapper.Map <string>(stream), port = ObjectMapper.Map <ushort>(stream), maxPlayers = ObjectMapper.Map <int>(stream), name = ObjectMapper.Map <string>(stream), password = ObjectMapper.Map <string>(stream), gameType = ObjectMapper.Map <string>(stream), connectedPlayers = ObjectMapper.Map <int>(stream), comment = ObjectMapper.Map <string>(stream), sceneName = ObjectMapper.Map <string>(stream) }); } Networking.Disconnect(PORT); requestHostsCallback(hostList.ToArray()); }
void OnDestroy() { if (null != networker) { networker.Disconnect(); } }
/// <summary> /// Teleport to the given room with a scene name, ip address and port. /// </summary> /// <param name="scene">Scene to load</param> /// <param name="host">IP address of the host</param> /// <param name="port">Port of the host</param> public static void TeleportToRoom(string scene, string host, ushort port) { Application.LoadLevel(scene); Networking.Disconnect(); Networking.Connect(host, port, Networking.TransportationProtocolType.TCP); }
private static void Request(string host, Action <NetWorker> call) { if (Networking.Sockets != null && Networking.Sockets.ContainsKey(PORT)) { Networking.Disconnect(PORT); } NetWorker socket = Networking.Connect(host, PORT, Networking.TransportationProtocolType.UDP, standAlone: true); socket.MasterServerFlag = true; socket.AddCustomDataReadEvent(WriteCustomMapping.MASTER_SERVER_REGISTER_SERVER, null); socket.AddCustomDataReadEvent(WriteCustomMapping.MASTER_SERVER_UNREGISTER_SERVER, null); socket.AddCustomDataReadEvent(WriteCustomMapping.MASTER_SERVER_UPDATE_SERVER, null); socket.AddCustomDataReadEvent(WriteCustomMapping.MASTER_SERVER_GET_HOSTS, GetHostsRequestToClient); if (socket.Connected) { call(socket); } else { socket.connected += delegate() { call(socket); } }; }
/// <summary> /// Delegate for handline all other messages sent from the client /// </summary> /// <param name="sender"></param> private void ProcessMessage(SocketState sender) { // Client disconnected if (sender.sb.Length == 0) { Console.WriteLine("ClientID " + sender.ID + " disconnected."); lock (world) clients.Remove(sender); Networking.Disconnect(sender); } // Client sent movement commands else { if (sender.sb.ToString()[0] == '\n') { sender.sb.Remove(0, 1); } if (sender.sb.ToString()[sender.sb.Length - 1] == '\n') { string totalData = sender.sb.ToString().Replace("\n", "").Replace("(", "").Replace(")", ""); int direction; int.TryParse(totalData[totalData.Length - 1].ToString(), out direction); world.changeDirection(sender.ID, direction); sender.sb.Remove(0, sender.sb.ToString().IndexOf('\n')); } Networking.GetData(sender); } }
public void JoinButtonClickUI() { Networking.Disconnect(); WeAreHost = false; string ip = ipField.text; Networking.Connect(ip, Port, Networking.TransportationProtocolType.UDP, true); AddListeners(); }
// Event Handler for closing the Form private void Form1_FormClosing(object sender, FormClosingEventArgs e) { if (theServer != null) { if (theServer.connectionEstablished) { Networking.Disconnect(theServer); } } }
public override void Disconnect() { if (GameNetworker != null && GameNetworker.Connected) { GameNetworker.Disconnect(); GameNetworker = null; Networking.Disconnect(); Networking.NetworkingReset(); } }
/// <summary> /// Clean all the sockets and connections /// </summary> private void OnApplicationQuit() { if (NetWorkers == null || NetWorkers.Count == 0) { return; } Networking.Disconnect(); UnityEventObject.Cleanup(); Threading.Task.KillAll(); NetWorkers.Clear(); NetWorkers = null; instance = null; }
// Connect button event handler private void connectButton_Click(object sender, EventArgs e) { string ip = serverAddress.Text; // disconnect from a previous socket if (theServer != null) { if (theServer.connectionEstablished) { Networking.Disconnect(theServer); } } try { theServer = Networking.ConnectToServer(FirstContact, Networking.IPResolve(ip), 11000); } catch { } }
private void btnDisconnect_Click(object sender, EventArgs e) { if (m_currentFolder.Location == FileLocation.Remote) { DialogResult dr = MessageBox.Show("Your current loaded settings are remote. Disconnect and clear all items?", "Disconnect", MessageBoxButtons.YesNo, MessageBoxIcon.Question); if (dr == DialogResult.No) { return; } ClearAllItems(); } m_networking.Disconnect(); btnConnect.Enabled = true; btnDisconnect.Enabled = false; btnFolderRemote.Enabled = false; toolStripStatusLabel1.Text = "Not connected"; }
/// <summary> /// Teleport to the given room with a scene name, ip address and port. /// </summary> /// <param name="scene">Scene to load</param> /// <param name="host">IP address of the host</param> /// <param name="port">Port of the host</param> public static void TeleportToRoom(string scene, string host, ushort port) { BeardedManStudios.Network.Unity.UnitySceneManager.LoadScene(scene); Networking.Disconnect(); Networking.Connect(host, port, Networking.TransportationProtocolType.TCP); }
private void ConnectTimeout() { Debug.LogWarning("Connection could not be established"); Networking.Disconnect(); }
private void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Networking.Disconnect(); } if (Shooting) //Local bullet shooting! { _timespan -= Time.deltaTime; if (_timespan <= 0) { _timespan = RapidFire ? _firingRate * 0.5f : _firingRate; float lifespan = 5; Ray gunRay = new Ray(transform.position, transform.forward); #if !BARE_METAL ForgeZombie hitZombie = null; #endif RaycastHit[] gunHit; #if UNITY_EDITOR Debug.DrawRay(transform.position, transform.forward * 100, Color.green); #endif gunHit = Physics.RaycastAll(gunRay, 100); if (gunHit != null && gunHit.Length > 0) { foreach (RaycastHit hit in gunHit) { if (hit.collider != null) { if (hit.collider.name.Contains("Zombie")) { #if !BARE_METAL hitZombie = hit.collider.GetComponent <ForgeZombie>(); #endif //We hit a zombie! woot! float distance = Vector3.Distance(transform.position, hit.collider.transform.position); lifespan = distance * 0.02f; break; } } } } #if !BARE_METAL //Shoot the bullet! Transform bullet = Instantiate(Bullet, transform.position + (transform.forward * 1.2f), transform.rotation) as Transform; if (hitZombie != null) { bullet.GetComponent <ForgeZombieBullet>().Setup(hitZombie, lifespan); } #endif } } if (RapidFire) { RapidFireTimespan -= Time.deltaTime; if (RapidFireTimespan <= 0) { RapidFireTimespan = 3; RapidFire = false; } } }
/// <summary> /// Close the connection for this server, using the specified handler passed. /// </summary> /// <param name="handleDisconnect"></param> internal void closeConnection(handleSocketClosed handleDisconnect) { Networking.Disconnect(clientSocketState, false, (ss) => { socketDisconected(ss, handleDisconnect); }); }
protected override void OwnerUpdate() { base.OwnerUpdate(); if (Input.GetKeyDown(KeyCode.O)) { RPC("TestRPC", NetworkReceivers.Others); } if (Input.GetKeyDown(KeyCode.B)) { AssignName("Brent"); } else if (Input.GetKeyDown(KeyCode.F)) { AssignName("Farris"); } if (Input.GetKey(KeyCode.UpArrow)) { transform.position += Vector3.up * 5.0f * Time.deltaTime; } if (Input.GetKey(KeyCode.DownArrow)) { transform.position += Vector3.down * 5.0f * Time.deltaTime; } if (Input.GetKey(KeyCode.LeftArrow)) { transform.position += Vector3.left * 5.0f * Time.deltaTime; } if (Input.GetKey(KeyCode.RightArrow)) { transform.position += Vector3.right * 5.0f * Time.deltaTime; } if (Input.GetKeyDown(KeyCode.T)) { cachedData = ServerSerialze(testNum++); Networking.WriteCustom(SERVER_ONLY, Networking.PrimarySocket, cachedData, true, NetworkReceivers.Server); } if (Input.GetKeyDown(KeyCode.Space)) { number++; cat += "Cat"; } else if (Input.GetKeyDown(KeyCode.V)) { floatNumber += 50.35f; } if (Input.GetKeyDown(KeyCode.S)) { BeardedManStudios.Network.Cache.Set <int>("test", 9); } if (Input.GetKeyDown(KeyCode.G)) { BeardedManStudios.Network.Cache.Request <int>("test", (object x) => { Debug.Log(x); }); } if (OwningNetWorker.IsServer && Input.GetKeyDown(KeyCode.N)) { Networking.ChangeClientScene(OwningNetWorker, "ForgeWriteCustom"); #if UNITY_4_6 || UNITY_4_7 Application.LoadLevel("ForgeWriteCustom"); #else Network.Unity.UnitySceneManager.LoadScene("ForgeWriteCustom"); #endif } else if (OwningNetWorker.IsServer && Input.GetKeyDown(KeyCode.M)) { Networking.ChangeClientScene(OwningNetWorker, "ForgeHelloCubeResources"); #if UNITY_4_6 || UNITY_4_7 Application.LoadLevel("ForgeHelloCubeResources"); #else Network.Unity.UnitySceneManager.LoadScene("ForgeHelloCubeResources"); #endif } if (Input.GetKeyDown(KeyCode.L)) { dontLerp += 5.35f; } if (Input.GetKeyDown(KeyCode.C)) { RPC("MessageGroupTest", NetworkReceivers.MessageGroup, (byte)9); } if (Input.GetKeyDown(KeyCode.Alpha0)) { Debug.Log("Setting message group to 0"); Networking.SetMyMessageGroup(OwningNetWorker, (ushort)0); } else if (Input.GetKeyDown(KeyCode.Alpha1)) { Debug.Log("Setting message group to 1"); Networking.SetMyMessageGroup(OwningNetWorker, (ushort)1); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { Debug.Log("Setting message group to 2"); Networking.SetMyMessageGroup(OwningNetWorker, (ushort)2); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { Debug.Log("Setting message group to 3"); Networking.SetMyMessageGroup(OwningNetWorker, (ushort)3); } if (OwningNetWorker.IsServer && Input.GetKeyDown(KeyCode.U)) { AuthoritativeRPC("AuthMessage", OwningNetWorker, OwningNetWorker.Players[0], true, "World"); } if (OwningNetWorker.IsServer && Input.GetKeyDown(KeyCode.L)) { OwningNetWorker.BanPlayer(OwningNetWorker.Players[0], 500); } if (Input.GetKeyDown(KeyCode.Escape)) { Networking.Disconnect(); #if UNITY_4_6 || UNITY_4_7 Application.LoadLevel(0); #else Network.Unity.UnitySceneManager.LoadScene(0); #endif } }
public void Stop() { GameId = 0; Model.Clear(); Network.Disconnect(); }
void CloseRoom() { Debug.Log("My master, my sir LEFT ME!"); Networking.Disconnect(); SceneManager.LoadScene("MainMenu"); }
public override void Disconnect() { Networking.Disconnect("Disconnected by user"); Networking = null; }
public void DisconnectButtonClickUI() { Networking.Disconnect(); }