private void connectToServer()
        {
            if (!io.IsConnected)
            {
                io.Connect();
            }
            while (!io.IsConnected)
            {
                Thread.Sleep(100);
                Logger.debug("Trying to connect");
            }
            Logger.debug("Connection complete");
            gameHasStarted = false;
            //io.On(Strings.serverMessage.events.CONNECT, (SocketIOEvent obj) =>
            //{
            //    //Dictionary<string,string> info = new Dictionary<string,string>();
            //    //info["username"] = UserManager.instance.user.username;
            //    //info["password"] = UserManager.instance.user.password;
            //    //JSONObject jObj = new JSONObject(info);
            //    //io.Emit(Strings.serverMessage.events.REQUEST_NEW_GAME,jObj);
            //}
            //);
            io.On(Constants.serverMessage.events.DISCONNECT, onDisconnect);
            io.On(Constants.serverMessage.events.NOTIFY_FOUND_GAME, (SocketIOEvent obj) =>
            {
                Logger.debug("A game found");
                GameInfo info = new GameInfo();
                info.fillWithRawObj(obj);
                gameHasStarted = true;
                onGameFound(info);
            });
            Dictionary <string, string> data = new Dictionary <string, string>();

            //data[Strings.serverMessage.events.REQUEST_NEW_GAME_PARAMS.USERNAME] = UserManager.instance.user.username;
            //data[Strings.serverMessage.events.REQUEST_NEW_GAME_PARAMS.PASSWORD] = UserManager.instance.user.password;
            data[Constants.serverMessage.events.REQUEST_NEW_GAME_PARAMS.TOKEN] = Constants.HEADERS.SESSION + player.user.getAccessToken();
            JSONObject jObj        = new JSONObject(data);
            bool       reqComplete = false;

            io.On(Constants.serverMessage.events.REQUEST_NEW_GAME_SUC, (SocketIOEvent obj) =>
            {
                //Logger.debug("Requesting new game is successful");
                reqComplete = true;
            });
            while (!reqComplete)
            {
                io.Emit(Constants.serverMessage.events.REQUEST_NEW_GAME, jObj);
                Thread.Sleep(100);
            }
            onSendComplete();
        }
Пример #2
0
    public void btnConnect_OnClick()
    {
        var webSocketURLFormat = "ws://{0}:{1}/socket.io/?EIO=4&transport=websocket";

        socket.url = string.Format(webSocketURLFormat, ipInputField.text, portInputField.text);

        UpdatePlayerName();

        gameSessionUI.ResetData();
        socket?.Connect();

        #if UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
        try
        {
            string title = string.Format(WindowTitleFormat, Application.productName, PlayerName);
            SetWindowTitle(title);
        }
        catch (DllNotFoundException e)
        {
            Debug.Log(e.ToString());
        }
        #endif

        // ui.Show(GameUI.View.GameSessionView);
    }
Пример #3
0
 // Update is called once per frame
 void Update()
 {
     if (!socket.IsConnected && Connected == false)
     {
         socket.Connect();
     }
 }
Пример #4
0
    //GameManager gameManager;

    void Start()
    {
        //Makes this object stay throughout the entire scene
        if (dontDestroyOnLoad)
        {
            DontDestroyOnLoad(transform.gameObject);
        }
        network = FindObjectOfType <NetworkManager> ();

        //Find the Socket Component in the Game Scene
        GameObject go = GameObject.Find("SocketIO");

        socket = go.GetComponent <SocketIOComponent>();

        //Register what kind of messages the client receives
        socket.On("ConnectionTest", NetTest);
        socket.On("JoinRoom", NetLogin);
        //socket.On ("Response", NetResponse);
        socket.Connect();

        //Start Connection Test
        if (socket.IsConnected)
        {
            //Debug.Log ("Connected to Server!");
            StartCoroutine("ConnectionTest");
        }
        else
        {
            Debug.Log("Not Connected...");
        }
    }
Пример #5
0
 public void Connect()
 {
     socket.Connect();
     startMessageText.text = "상대를 기다리는 중...";
     connectButton.gameObject.SetActive(false);
     //connectButton.interactable = false;
 }
Пример #6
0
        /// <summary>
        /// Initializes the socketIo game object and component
        /// </summary>
        IEnumerator SocketIORoutine()
        {
            while (string.IsNullOrEmpty(PlayerPrefs.GetString("socket_url")))
            {
                yield return(null);
            }
            GameObject.Find("SocketErrorText").GetComponent <Text>().enabled = false;
            socketObject = new GameObject("SocketIO");
            socketObject.AddComponent <SocketIOComponent>();
            socket     = socketObject.GetComponent <SocketIOComponent>();
            socket.Url = "ws://" + PlayerPrefs.GetString("socket_url") + "/socket.io/?EIO=4&transport=websocket";
            socket.On("connect", SocketConnectCb);
            socket.Connect();

            // if no connection within appropriate time, destroy and retry
            yield return(new WaitForSeconds(socketTimeout));

            if (!socket.socket.IsConnected)
            {
                PlayerPrefs.SetString("socket_url", "");
                GameObject.Destroy(socketObject);
                GameObject.Find("SocketUrlInput").GetComponent <InputField>().text = "";
                GameObject.Find("SocketPanel").GetComponent <CanvasGroup>().alpha  = 1;
                GameObject.Find("SocketErrorText").GetComponent <Text>().enabled   = true;
                StartCoroutine(SocketIORoutine());
            }
        }
Пример #7
0
 internal void Connect()
 {
     if (!isConnected())
     {
         SktIO.Connect();
     }
 }
Пример #8
0
        public override void OnStartState(IStateMachine stateMachine, params object[] args)
        {
            base.OnStartState(stateMachine, args);
            this.Inject();

            //userData.Load();

            _socket = GameObject.FindObjectOfType <SocketIOComponent>();

            if (!_socket.isConnected)
            {
                AppConfig.LoadByUrlAsync().ContinueWith(json =>
                {
                    var config  = BaseBootStrapper.OnConfigLoaded(json);
                    _socket.url = config.Main.LobbyAddress;
                    _socket.Connect();

                    StartCoroutine(_InitNetworkReady());
                });
            }
            else
            {
                SetToNextState();
            }
        }
Пример #9
0
    // Start is called before the first frame update
    void Start()
    {
        #if (UNITY_2018_3_OR_NEWER)
        if (Permission.HasUserAuthorizedPermission(Permission.Microphone))
        {
        }
        else
        {
            Permission.RequestUserPermission(Permission.Microphone);
        }
        #endif

        meditationSessionStarted = false;

        GameObject go = GameObject.Find("SocketIO");
        socket = go.GetComponent <SocketIOComponent>();

        socket.On("open", OpenSocket);
        socket.On("error", ErrorSocket);
        socket.On("close", CloseSocket);
        socket.On("authenticate", AuthenticateSocket);
        socket.On("authenticated", AuthenticatedSocket);
        socket.On("created-meditation-room", CreatedMeditationRoomSocket);
        socket.On("meditation-room-not-full", MeditationRoomNotFullSocket);
        socket.On("meditation-room-is-full", MeditationRoomIsFullSocket);
        socket.On("got-student-data", GotStudentDataSocket);
        socket.On("instructor-left-room", InstructorLeftRoomSocket);

        socket.Connect();
    }
    void Start()
    {
        // find the root game object for each target
        galvanometerTarget = GameObject.Find("Galvanometer");
        morsecodeTarget    = GameObject.Find("MorseCode");

        // get the SocketIOComponent
        GameObject go = GameObject.Find("SocketIO");

        // if the object can be found
        if (go != null)
        {
            // get the conponent and attach events
            socket = go.GetComponent <SocketIOComponent>();
            if (socket != null)
            {
                // connect
                socket.Connect();
                socket.On("hardware", OnHardware);
            }
            else
            {
                Debug.Log("No socket in scene");
            }
        }
        else
        {
            Debug.Log("No SocketIO in scene");
        }
    }
Пример #11
0
 public void JoinTheGameBTN()
 {
     Socket.Connect();
     MainMenuCamera.enabled = false;
     Instantiate(Player);
     MainMenu.gameObject.SetActive(false);
 }
Пример #12
0
 void Start()
 {
     if (!connectedToServer)
     {
         socket.Connect();
         loggedIn = false;
     }
 }
Пример #13
0
 /// <summary>
 /// Connect this instance.
 /// </summary>
 internal void Connect()
 {
     if (!IsConnected())
     {
         socket.Connect();
         StartCoroutine(CheckPingTimeOut());
     }
 }
Пример #14
0
 public static void SetGameConnection()
 {
     if (GameSocket == null || GameSocket.IsConnected == false)
     {
         GameSocket = GameObject.Find("[Network Container]").GetComponent <GameClient>();
         GameSocket.Connect();
     }
 }
 public void Connect()
 {
     gameManager = GetComponent <TicTacToeManager>();
     socket.Connect();
     startMessageText.text    = "상대를 기다리는 중입니다..";
     closeButton.interactable = true;
     // connectButton.gameObject.SetActive(false);
 }
Пример #16
0
 // Start is called before the first frame update
 void Start()
 {
     if (!socket)
     {
         socket = GameObject.Find("SocketIO").GetComponent <SocketIOComponent>();
         DontDestroyOnLoad(socket);
         socket.Connect();
     }
 }
Пример #17
0
 public void OnStartServerClicked()
 {
     socket.url = serverPath;
     socket.Connect();
     socket.On("hello", OnHello);
     Debug.LogWarning("Socket URL:");
     Debug.LogWarning(socket.url);
     return;
 }
Пример #18
0
    public void OnClickConnect()
    {
        connectButton.interactable = false;

        //서버에 접속
        if (socket)
        {
            socket.Connect();
        }
    }
        /// <summary>
        /// Connect to the server and listen for all the needed callbacks
        /// </summary>
        private void ConnectToServer()
        {
            _socketComponent.Connect();

            _socketComponent.On("pong", OnPongCallback);
            _socketComponent.On("event_status", OnEventStatusCallback);
            _socketComponent.On("send_scores", OnSendPlayersCallback);
            _socketComponent.On("player_removed", OnPlayerRemoved);
            _socketComponent.On("send_player_score", OnSendPlayerScoreCallback);
        }
Пример #20
0
    private IEnumerator ConnectAll()
    {
        yield return(null);

        test1.On("SUCCESS_CONNECT", (SocketIOEvent e) => { Debug.Log("test1 : " + e.ToString()); });
        test1.Connect();

        test2.On("SUCCESS_CONNECT", (SocketIOEvent e) => { Debug.Log("test2 : " + e.ToString()); });
        test2.Connect();
    }
 public void OnClickConnect()
 {
     socket.Connect();
     if (socket.IsConnected)
     {
         connectionState = ConnectionState.Connected;
     }
     bg_Connect.SetActive(false);
     bg_CreateOrJoin.SetActive(true);
 }
Пример #22
0
 public void StartSocket()
 {
     socketIo.On("connect", OnConnect);
     socketIo.On("disconnect", OnDisconnect);
     socketIo.On("error", OnError);
     socketURL.interactable = false;
     connectBtn.sprite      = disconnectIcon;
     socketIo.myDebugLog    = myLog;
     socketIo.Connect();
 }
Пример #23
0
    void Awake()
    {
        DontDestroyOnLoad(this);
        //Screen.SetResolution(Screen.width,(Screen.width/3)*2,true);
        Screen.SetResolution(800, 480, true);

        if (!Socket.IsConnected)
        {
            Socket.Connect();
        }
    }
Пример #24
0
    public void Connect()
    {
        if (socket.IsConnected)
        {
            return;
        }

        waitingOnOpen = true;
        Debug.Log("Connecting to game lobby service...");
        socket.Connect();
    }
Пример #25
0
    public void OnClickConnect()
    {
        connectButton.interactable = false;

        //서버에접속
        if (socket)
        {
            socket.Connect();
            //cellsObject.SetActive(true);
        }
    }
Пример #26
0
    public void Start()
    {
        Debug.Log("connecting");

        socket = GetComponent <SocketIOComponent>();

        socket.On("open", OnConnected);
        socket.On("new message", OnNewMessage);

        socket.Connect();
    }
        public void Start()
        {
            GameObject go = GameObject.Find("SocketIO");

            socket = go.GetComponent <SocketIOComponent>();

            socket.On("connect", LogThroughput);
            socket.On("disconnect", LogThroughput);

            Debug.Log("Connecting to " + socket.url);
            socket.Connect();
        }
    private IEnumerator Start()
    {
        yield return(null);

        RegisterSocket(socket);
        socket.Connect();
        yield return(new WaitForSeconds(0.5f));

        var jsonStr = JsonConvert.SerializeObject(JooConfiguration.GetConfig <NetworkPlayer>());

        socket.Emit("playerEnter", JSONObject.Create(jsonStr));
    }
    // Use this for initialization
    void Start()
    {
        labo.OnCombineSeed.AddListener(CombineSeed);

        Debug.Log("connecting....");
        GameObject go = GameObject.Find("SocketIO");

        socket = go.GetComponent <SocketIOComponent>();
        socket.Connect();
        socket.On("updateInventory", onUpdateInventory);
        socket.On("gridElementReceive", onGridUpdate);
    }
Пример #30
0
    void Start()
    {
        socket.On("connect", OnSocketConnect);
//		socket.On ("disconnect", OnSocketDisonnect);
//		socket.On ("open", OnSocketOpen);
//		socket.On ("close", OnSocketClose);
//		socket.On ("error", OnSocketError);

        Debug.Log("Connecting socket.");

        socket.Connect();
    }