void Start() { if (started_ || manualTest) { return; } started_ = true; FunapiDedicatedServer.Start("1.0.0.1"); if (FunapiDedicatedServer.isServer) { FunapiDedicatedServer.UserDataCallback += onReceivedUserData; FunapiDedicatedServer.MatchDataCallback += onReceivedMatchData; FunapiDedicatedServer.StartCallback += delegate() { FunDebug.Log("Start callback......"); }; FunapiDedicatedServer.DisconnectedCallback += delegate() { FunDebug.Log("Disconnected callback......"); #if UNITY_EDITOR UnityEditor.EditorApplication.Exit(0); #else Application.Quit(); #endif return; }; StartCoroutine(startServer()); } }
public bool AuthUser(string user_id, string token) { if (manualTest) { return(true); } return(FunapiDedicatedServer.AuthUser(user_id, token)); }
IEnumerator OnEnd() { RpcEnd(winnerId); Dictionary <string, object> result = new Dictionary <string, object>(); result["winner"] = winnerId; result["winner_uid"] = players_[winnerId].user_id; result["loser_uid"] = players_[loserId].user_id; Dictionary <string, object> json = new Dictionary <string, object>(); json["result"] = result; string json_string = FunapiMessage.JsonHelper.Serialize(json); FunapiDedicatedServer.SendResult(json_string, delegate(int error_code, string error_desc) { FunDebug.LogWarning("SendResult cb. code : {0}, desc : {1}", error_code, error_desc); if (error_code != 0) { FunDebug.Log("SendResult error. code : {0}, desc : {1}", error_code, error_desc); #if UNITY_EDITOR UnityEditor.EditorApplication.Exit(0); #else Application.Quit(); #endif } }); yield return(new WaitForSeconds(1f)); foreach (Player player in players_.Values) { onPlayerLeft(player); } yield return(new WaitForSeconds(3f)); LobbyManager.s_Singleton.StopServerClbk(); players_.Clear(); }
void onReceivedMatchData(string json_string) { if (send_ready_) { return; } send_ready_ = true; FunapiDedicatedServer.SendReady(delegate(int error_code, string error_desc) { FunDebug.LogWarning("SendReady cb. code : {0}, desc : {1}", error_code, error_desc); if (error_code != 0) { FunDebug.LogWarning("SendReady error. code : {0}, desc : {1}", error_code, error_desc); #if UNITY_EDITOR UnityEditor.EditorApplication.Exit(0); #else Application.Quit(); #endif } }); }