void Start() { TelepathyTransport transportLayer = GetComponent <TelepathyTransport>(); NetworkManager mg = GetComponent <NetworkManager>(); mg.maxConnections = SceneDataTransfer.MaxPlayers; mg.networkAddress = SceneDataTransfer.IPAddress; transportLayer.port = SceneDataTransfer.Port; switch (SceneDataTransfer.GameType) { case "Host": { mg.StartHost(); break; } case "Client": { mg.StartClient(); break; } default: { mg.StartHost(); break; } } }
private void ConnectToServer() { if (BuildPreferences.isForRelease) { networkManager.networkAddress = GameScreenManager.Instance.serverIP; networkManager.StartClient(); return; } networkManager.networkAddress = serverAddressInput.text; TelepathyTransport transport = CustomNetworkManager.Instance.GetComponent <TelepathyTransport>(); ushort port = 0; if (portInput.text.Length >= 4) { ushort.TryParse(portInput.text, out port); } if (port == 0) { transport.port = 7777; } else { transport.port = port; } networkManager.StartClient(); }
/// Contains the buttons for connecting to the two different simulations void StartButtons() { if (!NetworkClient.active) { TelepathyTransport tpt = GetComponent <TelepathyTransport>(); // Client + IP //GUILayout.BeginHorizontal(); if (GUILayout.Button("Join AI")) { //Add right ip with port manager.networkAddress = "142.93.139.199"; tpt.port = 7777; manager.StartClient(); } //manager.networkAddress = "142.93.139.199"/*GUILayout.TextField(manager.networkAddress)*/; //GUILayout.EndHorizontal(); if (GUILayout.Button("Join no AI")) { //Add right ip with port manager.networkAddress = "142.93.139.199"; tpt.port = 7778; manager.StartClient(); } } else { // Connecting GUILayout.Label("Connecting to " + manager.networkAddress + ".."); if (GUILayout.Button("Cancel Connection Attempt")) { manager.StopClient(); } } }
/// Called upon initialization void Start() { networkManager = networkManagerObject.GetComponent <CustomNetworkManager>(); tpt = networkManagerObject.GetComponent <TelepathyTransport>(); mainCameraControls = mainCamera.GetComponent <ControlCamera>(); mainCameraControls.DeTransition(); }
public override void Awake() { base.Awake(); networkManager = GetComponent <NetworkManager>(); networkManagerHud = GetComponent <NetworkManagerHUD>(); tpcTransport = GetComponent <TelepathyTransport>(); wsTransport = GetComponent <WebsocketTransport>(); }
public override void OnApplicationQuit() { base.OnApplicationQuit(); // stop transport (e.g. to shut down threads) // (when pressing Stop in the Editor, Unity keeps threads alive // until we press Start again. so if Transports use threads, we // really want them to end now and not after next start) TelepathyTransport telepathy = GetComponent <TelepathyTransport>(); telepathy.Shutdown(); }
private void Awake() { infoMessageText.gameObject.SetActive(false); //hide the info message text UI element //get the network components manager = GetComponent <NetworkLobbyManager_Mirror>(); transport = GetComponent <TelepathyTransport>(); EnableMenu(MultiplayerMenu.main); //by default, we're in the main MP menu //initialize the defeat condition & speed modifier drop down menu options. defeatConditionMenu.Init(); speedModifierMenu.Init(); }
void AttemptConfigLoad() { var path = Path.Combine(Application.streamingAssetsPath, "config", "config.json"); buildInfo = JsonUtility.FromJson <BuildInfo>(File.ReadAllText(Path.Combine(Application.streamingAssetsPath, "buildinfo.json"))); if (File.Exists(path)) { activeTransport = FindObjectOfType <TelepathyTransport>(); config = JsonUtility.FromJson <ServerConfig>(File.ReadAllText(path)); Instance.StartCoroutine(Instance.SendServerStatus()); } else { Logger.Log("No config found for Rcon and Server Hub connections", Category.DatabaseAPI); } }
// Use this for initialization void Start() { if (!manager) { manager = GetComponent <NetworkManager>(); } transport = manager.GetComponent <TelepathyTransport>(); //Checking if we have saved Server Infomation and filling the text fields. if (PlayerPrefs.HasKey("nwPortS")) { //manager.networkPort = Convert.ToInt32(PlayerPrefs.GetString("nwPortS")); //portPlaceholderText.text = manager.networkPort.ToString(); transport.port = Convert.ToUInt16(PlayerPrefs.GetString("nwPortS")); portPlaceholderText.text = transport.port.ToString(); } if (PlayerPrefs.HasKey("IPAddressS")) { externalip = PlayerPrefs.GetString("IPAddressS"); localIP = PlayerPrefs.GetString("LocalIP"); getIP.GetComponentInChildren <Text>().text = "Server IP Address\nExternal :" + externalip + "\nLocal :" + localIP; } if (PlayerPrefs.HasKey("Password")) { passwordText.text = PlayerPrefs.GetString("Password"); if (passwordText.text == "") { paswPlaceholderText.text = "(not needed)"; } } if (PlayerPrefs.HasKey("MaxConnections")) { maxConnText.text = PlayerPrefs.GetString("MaxConnections"); } clientsInfoText = clientsInfo.GetComponentInChildren <Text>(); setText = true; }
// Use this for initialization void Start() { if (!manager) { manager = GetComponent <NetworkManager>(); } transport = manager.GetComponent <TelepathyTransport>(); //checking if we have saved server info. if (PlayerPrefs.HasKey("nwPortC")) { //manager.networkPort = Convert.ToInt32(PlayerPrefs.GetString("nwPortC")); transport.port = Convert.ToUInt16(PlayerPrefs.GetString("nwPortS")); portText.text = PlayerPrefs.GetString("nwPortC"); } if (PlayerPrefs.HasKey("IPAddressC")) { manager.networkAddress = PlayerPrefs.GetString("IPAddressC"); ipText.text = PlayerPrefs.GetString("IPAddressC"); } }
void Awake() { networkManager = GetComponent <NetworkManager>(); telepathyTransport = GetComponent <TelepathyTransport>(); }
public TcpHandler(TelepathyTransport transport) { transport.OnClientConnected.AddListener(OnClientConnected); transport.OnClientDisconnected.AddListener(OnClientDisconnected); }