void Start() { //Enable Background Running Application.runInBackground = true; //Enable custom log CustomLogger.LogIt("Start Logging"); //Application.dataPath Debug.Log(Application.dataPath); //Connect to the DarkRift Server using the Ip specified (will hang until connected or timeout) DarkRiftAPI.Connect(serverIP, serverPort); //Setup a receiver so we can create players when told to. DarkRiftAPI.onDataDetailed += ReceiveData; //Tell others that we've entered the game and to instantiate a player object for us. if (DarkRiftAPI.isConnected) { Debug.Log("Connected to the Server!"); //Get everyone else to tell us to spawn them a player (this doesn't need the data field so just put whatever) DarkRiftAPI.SendMessageToOthers(TagIndex.Controller, TagIndex.ControllerSubjects.JoinMessage, "hi"); //Then tell them to spawn us a player! (this time the data is the spawn position) DarkRiftAPI.SendMessageToAll(TagIndex.Controller, TagIndex.ControllerSubjects.SpawnPlayer, new Vector3(0f, 0f, 0f)); } else { Debug.LogError("Failed to connect to DarkRift Server!"); } }
//When the "Join" button is pressed public void LoadLevel() { string ip = ipText.text; string user = usernameText.text; if (ip.Equals("")) { ip = "localhost"; } if (user.Equals("")) { user = "******"; } PlayerPrefs.SetString("Username", user); using (var writer = new StreamWriter(File.Create(autofillPath))) { writer.WriteLine(ip); writer.WriteLine(user); Debug.Log("Successfully wrote autofill.cfg"); }; Debug.Log("Attempting to connect to " + ip + " as " + user); try { DarkRiftAPI.Connect(ip); SceneManager.LoadScene("TestMap"); } catch { errorText.text = "Could not connect to " + ip + ". Please verify that the ip is correct."; Debug.LogError(errorText.text); error.enabled = true; } }
void Start() { DarkRiftAPI.Connect(ip); LoginManager.onSuccessfulLogin += ChangeToLogoutScreen; LoginManager.onUnsuccessfulLogin += MakeRed; LoginManager.onAddUser += ChangeToLogoutScreen; LoginManager.onAddUserFailed += MakeRed; LoginManager.onLogout += ChangeToLoginScreen; }
public bool Connect(string serverIP) { //Connect to the DarkRift Server using the Ip specified (will hang until connected or timeout) try { DarkRiftAPI.Connect(serverIP); } catch (ConnectionFailedException) { return(false); } return(true); }
private void OnEnable() { ServicePointManager.ServerCertificateValidationCallback = MyRemoteCertificateValidationCallback; //Network.player.ipAddress; string ip = GetIPAddress(); //Debug.Log(Network.player.ipAddress); display_ip_address.text += " " + ip; DarkRiftAPI.onData += Receive; DarkRiftAPI.Connect(ip); DarkRiftAPI.SendMessageToServer(Roland.NetworkingTags.Server, Roland.NetworkingTags.ServerSubjects.GetNumOfPlayers, 0); }
public void TryToConnect() { if (DarkRiftAPI.isConnected) { return; } string sd = GameObject.Find("InputField").GetComponentsInChildren <Text>()[1].text; if (sd == "") { sd = serverIP; } if (!DarkRiftAPI.Connect(sd, 4296)) { return; } GameObject go = GameObject.Find("Name1"); //go.GetComponent<UnityEngine.UI.InputField>().text = "chiucken"; Application.runInBackground = true; DarkRiftAPI.onDataDetailed += ReceiveData; DontDestroyOnLoad(transform.gameObject); if (DarkRiftAPI.isConnected) { DarkRiftAPI.SendMessageToOthers(TagIndex.Controller, TagIndex.ControllerSubjects.JoinMessage, "hi"); DarkRiftAPI.SendMessageToAll(TagIndex.Controller, TagIndex.ControllerSubjects.SpawnPlayer, new Vector3(0.0f, 0.0f, 0.0f)); int index = DarkRiftAPI.id - 1; GameObject.Find("Canvas").GetComponentsInChildren <Image>()[index].color = Color.white; if (DarkRift.DarkRiftAPI.id != 1) { GameObject.Find("Button").GetComponentsInChildren <Button>()[index].interactable = false; } } else { Debug.Log("Failed to connect to DarkRift Server!"); } int id = playerNumber = DarkRiftAPI.id; if (id > playerCount) { playerCount = id; } SendData(TagIndex.Controller, TagIndex.PlayerUpdate, factions[DarkRiftAPI.id - 1]); }
void Start() { //Connect to the DarkRift Server using the Ip specified (will hang until connected or timeout) DarkRiftAPI.Connect(serverIP); //Setup a reciever so we can create players when told to. DarkRiftAPI.onDataDetailed += RecieveData; //Tell others that we've entered the game and to instantiate a player object for us. if (DarkRiftAPI.isConnected) { //Get everyone else to tell us to spawn them a player (this doesnt need the data field so just put whatever) DarkRiftAPI.SendMessageToOthers(TagIndex.Controller, TagIndex.ControllerSubjects.JoinMessage, "hi"); //Then tell them to spawn us a player! (this time the data is the spawn position) DarkRiftAPI.SendMessageToAll(TagIndex.Controller, TagIndex.ControllerSubjects.SpawnPlayer, new Vector3(0f, 0f, 0f)); } }
/******************************************************************* * Method used for initialization ******************************************************************/ void Start() { // connect to the DarkRift server at IP and port DarkRiftAPI.Connect(IP, port); // assign onDataRecieved function to the onData event so it // runs every time data is recieved from the server. DarkRiftAPI.onData += onDataReceived; // send the request for item and note data to spawn on the level // server can only reply to a specific client so the client has to // send the first message. if (DarkRiftAPI.isConnected) { Debug.Log("Sending data request."); DarkRiftAPI.SendMessageToServer(0, (ushort)clientID, "RequestData"); } else { Debug.Log("Failed to connect to DarkRift Server!"); } }
public IEnumerator JoinServer(Text messageText) { hud.loadingPanel.SetActive(true); hud.gameObject.SetActive(true); int port = 4296; if (trainerData.lastZone == "Pallet Town") { port = PortIndex.PalletTown; } else if (trainerData.lastZone == "Route One") { port = PortIndex.RouteOne; } DarkRiftAPI.Connect(serverIP, port); if (DarkRiftAPI.isConnected) { DarkRiftAPI.onDataDetailed += ReceiveData; } else { messageText.text = "Failed to connect to the server!"; StopCoroutine(JoinServer(messageText)); } SceneManager.sceneLoaded += OnLevelFinishedLoading; async = SceneManager.LoadSceneAsync(trainerData.lastZone); while (!async.isDone) { loadingProgress.text = (async.progress * 100.0f).ToString() + "%"; yield return(null); } }
//GUI Stuff for connecting private void OnGUI() { GUILayout.BeginArea(new Rect(Screen.width / 2 - 100, 0, 200, 150)); //If the player hasn't connected yet, allow the player to connect if (!DarkRiftAPI.isConnected) { _IP = GUILayout.TextField(_IP); if (GUILayout.Button("Connect")) { DarkRiftAPI.Connect(_IP); //Connect to the DarkRift server hosted on the machine with _IP IP Address } } if (!DoVisualize) { Texture2D tex = new Texture2D(1, 1); tex.SetPixel(1, 1, new Color32(255, 255, 255, 255)); GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), tex); GUILayout.Label("Catching up", Style); } GUILayout.Label("Step Count: " + StepCount.ToString(), Style); GUILayout.EndArea(); }
void Start() { Debug.Log(DarkRiftAPI.Connect(IP)); }
void Start() { DarkRiftAPI.Connect(IP); }
/******************************************************************* * Method to determine what to do when the application stops. ******************************************************************/ void OnApplicationQuit() { // connect to the server DarkRiftAPI.Connect(IP, port); List <GameObject> goList = new List <GameObject> (); bool skip = false; // grab all the GameObjects in the level GameObject[] temp = (GameObject[])GameObject.FindObjectsOfType(typeof(GameObject)); // find the GameObjects that represent items and put them in the goList foreach (GameObject go in temp) { // if the gameObject has both ItemData and a SpriteRenderer then it's an item on the floor // inventory doesn't use the SpriteRenderer if (go.GetComponent <ItemData>() != null && go.GetComponent <SpriteRenderer>() != null) { // compare to the items in the itemData list that were sent from the server foreach (DataPacket item in itemData) { // if the position and id are the same as item sent from database then duplicate, don't send back if (item.x == go.transform.position.x && item.y == go.transform.position.y && item.itemNum == go.GetComponent <ItemData>().item.ID) { // set skip to true and break out of item comparison skip = true; break; } } // if skip is true don't put in list for database, and check next gameobject if (skip) { skip = false; continue; } goList.Add(go); //Debug.Log ("putting in LIST: " + go.name); } } // for every item in the goList, get the item data and location foreach (GameObject go in goList) { ItemData idata = go.GetComponent <ItemData>(); if (idata == null) { Debug.Log("ERROR!!! idata is null"); } Debug.Log("item going to database: " + idata.item.Title); // create a new DataPacket with the item data DataPacket dp = new DataPacket((byte)idata.item.ID, go.transform.position.x, go.transform.position.y); // send the item data to the server DarkRiftAPI.SendMessageToServer(1, (ushort)clientID, dp); } // notes list filled as notes are written by function addNote, just send them to DB. foreach (DataPacket packet in notes) { Debug.Log("note going to database: " + packet.note); // temporarily sending the note packets as a string, for some reason won't send the DataPacket as a note // but can send DataPacket as a note from server to client DarkRiftAPI.SendMessageToServer(2, (ushort)clientID, packet.note + "|" + packet.x + "|" + packet.y); } // disconnect from server DarkRiftAPI.Disconnect(); }