示例#1
0
        // Start is called before the first frame update
        void Start()
        {
            try
            {
                _server = UnityNetcode.CreateServer(
                    _ip,         // string public IP clients will connect to
                    _port,       // port clients will connect to
                    protocolID,  // ulong number used to identify this application. must be the same as the token server generating connect tokens.
                    maxClients,  // maximum number of clients who can connect
                    privateKey); // byte[32] private encryption key shared between token server and game server

                // Called when a client connects to the server
                _server.ClientConnectedEvent.AddListener(ClientConnected); // void( RemoteClient client );

                // Called when a client disconnects from the server
                _server.ClientDisconnectedEvent.AddListener(ClientDisconnected); // void( RemoteClient client );

                // Called when a client sends a payload to the server
                // Note that byte[] payload will be returned to a pool after the callback, so don't keep a reference to it.
                _server.ClientMessageEvent.AddListener(ClientMessageEvent); // void( RemoteClient sender, ByteBuffer payload );

                _server.StartServer();                                      // start listening for clients
            }
            catch (Exception e)
            {
                Application.Quit();
            }
        }
    private void Start()
    {
        server = UnityNetcode.CreateServer(PublicIP, Port, 0x1122334455667788L, MaxClients, privateKey);

        server.ClientConnectedEvent.AddListener(Server_OnClientConnected);
        server.ClientDisconnectedEvent.AddListener(Server_OnClientDisconnected);
        server.ClientMessageEvent.AddListener(Server_OnClientMessage);

        server.StartServer();

        logLine("Server started");
    }
    private void Start()
    {
        RegisterPackets();

        server = UnityNetcode.CreateServer(PublicIP, Port, ProtocolID, MaxClients, privateKey);
        server.internalServer.LogLevel = NetcodeLogLevel.Debug;

        server.ClientConnectedEvent.AddListener(Server_OnClientConnected);
        server.ClientDisconnectedEvent.AddListener(Server_OnClientDisconnected);
        server.ClientMessageEvent.AddListener(Server_OnClientMessage);

        server.internalServer.Tickrate = 60;
        server.StartServer();

        logLine("Server started");
    }