Пример #1
0
 public void Join()
 {
     //lobbycam.gameObject.SetActive(false);
     transport = NetworkManager.Singleton.GetComponent <UNetTransport>();
     transport.ConnectAddress = ip;
     NetworkManager.Singleton.NetworkConfig.ConnectionData = System.Text.Encoding.ASCII.GetBytes("3.1415926535897932384626433832795028841971693993751058209749445923078164062862089986280348253421170679");
     panel.SetActive(false);
     NetworkManager.Singleton.StartClient();
 }
Пример #2
0
        public void OnJoin()
        {
            UNetTransport transport = NetworkManager.Singleton.GetComponent <UNetTransport>();

            transport.ConnectAddress = ipInput.text;
            transport.ConnectPort    = port;

            NetworkManager.Singleton.OnClientConnectedCallback  += ClientConnected;
            NetworkManager.Singleton.OnClientDisconnectCallback += ClientDisconnected;
            NetworkManager.Singleton.StartClient();
        }
Пример #3
0
    public void UNetCustomChannelRegistrationTest()
    {
        ForceNetworkObjectShutdown();

        GameObject     o  = new GameObject();
        NetworkManager nm = (NetworkManager)o.AddComponent(typeof(NetworkManager));

        nm.SetSingleton();
        nm.NetworkConfig = new NetworkConfig();
        UNetTransport ut = (UNetTransport)o.AddComponent(typeof(UNetTransport));

        ut.ServerListenPort = 7777;
        nm.NetworkConfig.NetworkTransport = ut;

        byte CustomChannel = 0;

        // test 1: add a legit channel.
        ut.Channels.Add(new UNetChannel {
            Id = NetworkChannel.ChannelUnused + CustomChannel, Type = QosType.Unreliable
        });

        try
        {
            nm.StartServer();
        }
        catch
        {
            Assert.Fail("The UNet transport won't allow registration of a legit user channel");
        }

        nm.StopServer();
        nm.Shutdown();

        ut.Channels.Clear();
        // test 2: add a bogus channel (one that intersects with the MLAPI built-in ones.)  Expect failure
        ut.Channels.Add(new UNetChannel {
            Id = NetworkChannel.Internal, Type = QosType.Unreliable
        });

        try
        {
            nm.StartServer();
            Assert.Fail("The UNet transport allowed registration of an MLAPI-reserved channel");
        }
        catch (Exception ex)
        {
            Debug.Log(ex.Message);
        }

        nm.StopServer();
        nm.Shutdown();
    }
    private void Start()
    {
        host.onClick.AddListener(() => StartService(0));
        client.onClick.AddListener(() => StartService(1));
        server.onClick.AddListener(() => StartService(2));

        move.onClick.AddListener(SubmitNewPosition);

        manager = NetworkManager.Singleton;
        manager.NetworkConfig.ConnectionApproval = true;
        transportLayer = manager.GetComponent <UNetTransport>();
        print($"ip: {transportLayer.ConnectAddress}");
        print($"port: {transportLayer.ConnectPort}");
    }
Пример #5
0
        void OnGUI()
        {
            m_LabelTextStyle.normal.textColor = LabelColor;

            m_Transport = (UNetTransport)m_NetworkManager.NetworkConfig.NetworkTransport;

            if (m_PortString == null)
            {
                m_PortString = m_Transport.ConnectPort.ToString();
            }

            GUILayout.BeginArea(new Rect(DrawOffset, new Vector2(200, 200)));

            if (IsRunning(m_NetworkManager))
            {
                DrawStatusGUI();
            }
            else
            {
                DrawConnectGUI();
            }

            GUILayout.EndArea();
        }