void OnFailedToConnect(NetworkConnectionError error){ if(!askedForConnection) return; print (error); //TODO Update label to show that the game is in progress (even though the error is too many players) }
private void OnFailedToConnect(NetworkConnectionError error) { if(FailedToConnect != null) { FailedToConnect(error); } }
/// <summary> /// Client callback /// See Unity-Script-Reference /// </summary> void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: "+ error); Debug.Log("Retry to connect to: " + serverAddress + " - " + serverPort); // Try to connect to server ConnectToServer(serverAddress,serverPort); }
public void OnConnectionFailure( NetworkConnectionError _info ) { this.connectingPanelObj.SetActive( false ); this.mainPanelObj.SetActive( true ); this.currentState = STATE.MAIN; }
void JoinServer() { //content = connectIP; var host = System.Net.Dns.GetHostEntry(System.Net.Dns.GetHostName()); //err = Network.Connect(System.Net.Dns.GetHostEntry(System.Net.Dns.GetHostName()).AddressList[0], 843); HostData[] test = MasterServer.PollHostList(); if (test.Length > 0) { err = Network.Connect(test[0]); Debug.Log("Connecting...."); } else { Debug.Log("No host online!"); Debug.Log("" + err); Debug.Log(test[0].gameType + test[0].gameName); } if (err != NetworkConnectionError.NoError) { Debug.LogError("Unable to connect to server: " + err); } else { Debug.Log("Connecting to server......"); } }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { if(Preloading) Preloading.SetActive(false); if (TextInfo) TextInfo.text = info.ToString (); }
void OnFailedToConnect(NetworkConnectionError error) { string title = "CONNECTION FAILED"; string message = "Failed to connect to server. Either server doesn't exist or network has problems."; UnityAction okAction = ConnectionFailedConfirm; mainMenuHandler.ShowErrorDialog(title, message, okAction); }
void OnFailedToConnect(NetworkConnectionError error) { if(Preloading) Preloading.SetActive(false); if (TextInfo) TextInfo.text = error.ToString (); }
void OnFailedToConnect(NetworkConnectionError error) { this.errorState.AddLine("Failed to connect to " + this.gameState.hostIp, true); this.errorState.ClearButtons(); this.errorState.Show(3.0f); this.OnAbortedConnection(); this.connecting = false; }
/// <summary> /// This message is sent by the Input Director component if this application /// has just connected to a server /// </summary> /// <param name='error'> /// Error. /// </param> void OnConnectToServerComplete(NetworkConnectionError error) { // Now handle player stuff if (NetworkConnectionError.NoError == error) { // Reset our own ID selfID = null; // Register with the server. This will send out an RPC call. server.Register(); } }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { if (Network.isServer) { Debug.Log("Start Server: Failed to connect to master server. Retrying..."); MasterServer.RegisterHost(typeName, gameName); } else { Debug.Log("Refresh Host List: Failed to connect to master server. Retying..."); MasterServer.RequestHostList(typeName); } }
// Called on the client when a connection attempt fails for some reason (Since v2.0) void OnFailedToConnect(NetworkConnectionError error) { switch (error) { case NetworkConnectionError.NoError: break; case NetworkConnectionError.RSAPublicKeyMismatch: break; case NetworkConnectionError.InvalidPassword: break; case NetworkConnectionError.ConnectionFailed: break; case NetworkConnectionError.TooManyConnectedPlayers: break; case NetworkConnectionError.ConnectionBanned: break; case NetworkConnectionError.AlreadyConnectedToServer: break; case NetworkConnectionError.AlreadyConnectedToAnotherServer: break; case NetworkConnectionError.CreateSocketOrThreadFailure: break; case NetworkConnectionError.IncorrectParameters: break; case NetworkConnectionError.EmptyConnectTarget: break; case NetworkConnectionError.InternalDirectConnectFailed: break; case NetworkConnectionError.NATTargetNotConnected: break; case NetworkConnectionError.NATTargetConnectionLost: break; case NetworkConnectionError.NATPunchthroughFailed: break; default: throw new ArgumentOutOfRangeException("error"); } }
void StartCreat() { // if (SceneManager.GetActiveScene().buildIndex != (int)GameLevel.Movie) { // return; // } if (!bIsLinkServer) { return; } bIsLinkServer = false; if (GameModeCtrl.ModeVal != GameMode.LianJi) { return; } if (GameTypeCtrl.IsServer) { NetworkConnectionError error = NetworkConnectionError.CreateSocketOrThreadFailure; //Debug.Log("PlayerPCState "+GameTypeCtrl.PlayerPCState); switch (GameTypeCtrl.PlayerPCState) { case PlayerEnum.PlayerOne: error = Network.InitializeServer(30, ServerPortVal, true); MasterServer.RegisterHost(GameTypeName, HostNameP1, Network.player.ipAddress); break; case PlayerEnum.PlayerTwo: error = Network.InitializeServer(30, ClientPortVal, true); MasterServer.RegisterHost(GameTypeName, HostNameP2, Network.player.ipAddress); break; } Network.incomingPassword = ServerPassword.XKMovie.ToString(); // if (SceneManager.GetActiveScene().buildIndex == (int)GameLevel.Movie) { // Network.incomingPassword = ServerPassword.XKMovie.ToString(); // } // else { // Network.incomingPassword = ServerPassword.XKGame.ToString(); // } ScreenLog.Log("start create to server, Password " + Network.incomingPassword); //ScreenLog.Log("NetworkServerNet -> current level is " + SceneManager.GetActiveScene().buildIndexName); ScreenLog.Log("creat server: info is " + error); if (error.ToString() != "NoError") { bIsLinkServer = true; } } else { if (!IsActiveClient) { return; } string passwordVal = ServerPassword.XKMovie.ToString(); // if (SceneManager.GetActiveScene().buildIndex > (int)GameLevel.Movie) { // passwordVal = ServerPassword.XKGame.ToString(); // } ScreenLog.Log("start connect to server, password " + passwordVal); switch (GameTypeCtrl.PlayerPCState) { case PlayerEnum.PlayerOne: Network.Connect(HostServerIP, ClientPortVal, passwordVal); break; case PlayerEnum.PlayerTwo: Network.Connect(ip, ServerPortVal, passwordVal); break; } } }
void OnFailedToConnect(NetworkConnectionError _eConnectionError) { Debug.Log("Failed to join game: " + _eConnectionError.ToString()); }
/// <summary> /// Raised when client fails to connect to the server /// </summary> void OnFailedToConnect(NetworkConnectionError info) { chatQueue.Enqueue("[ERROR] OnFailedToConnect -> Could not connect to the server: " + info); }
protected void OnFailedToConnectToMaster(NetworkConnectionError error) { Debug.Log("failed to connect to master " + error); }
void OnFailedToConnect(NetworkConnectionError info) { CancelInvoke("ConnectTimeout"); if (lastConnectIP != null) { Debug.Log("Failed to connect [" + lastConnectIP[0] + ":" + lastConnectPort + " ] info:" + info); StartCoroutine(FailedConnectRetry(info)); } else { Debug.Log("Failed to connect, no data:S " + info); connecting = false; } }
/// <summary>Called on clients or servers when there is a problem connecting to the MasterServer.</summary> public override void OnFailedToConnectToMasterServer(NetworkConnectionError info) { if (onFailedToConnectToMasterServer != null) onFailedToConnectToMasterServer.OnNext(info); }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server!!: " + error); local_fail = true; }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); panelInternetRestringido.SetActive(true); panelSpinner.SetActive(false); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { Debug.Log("Could not connect to master server: " + info); panelInternetRestringido.SetActive(true); panelSpinner.SetActive(false); }
void m_networkBehaviour_FailedToConnect(NetworkConnectionError obj) { this.error = obj; this.Fire("FailedToConnect"); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { DebugConsole.Log("Game Server Could not connect to master server: " + info); }
void OnFailedToConnectToMasterServer(NetworkConnectionError error) { }
void OnFailedToConnect(NetworkConnectionError error) { }
void OnFailedToConnectToMasterServer(NetworkConnectionError error) { printC(lc.clnt .ToString() + error); }
void OnFailedToConnect(NetworkConnectionError e) { print("X " + e); }
public static void OnFailedToConnectToMasterServer(NetworkConnectionError info) { Debug.Log("Unable to connect to Master Server! -> " + info); }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); GameState = (int)state.failconnect; }
void OnFailedToConnect(NetworkConnectionError error) { // If we can't connect, tell the user why errorText.text = "Error: " + error.ToString() + "\n" + errorText.text; }
void OnFailedToConnect(NetworkConnectionError error) { ShowPopup("Could not connect to server: " + error); }
// Called on clients or servers when there is a problem connecting to the MasterServer (Since v2.0) /// <summary> /// 当连接主服务器出现问题时在客户端或服务器端调用. ///失败原因将作为 NetworkConnectionError 枚举传入. /// </summary> /// <param name="info"></param> public void OnFailedToConnectToMasterServer(NetworkConnectionError info) { Debug.Log("Could not connect to master server: " + info); }
private void doGetNetworkErrorInfo() { NetworkConnectionError connectionError = Fsm.EventData.ConnectionError; this.errorLabel.Value = connectionError.ToString(); NetworkConnectionError networkConnectionError = connectionError; switch (networkConnectionError) { case NetworkConnectionError.ConnectionFailed: if (this.ConnectionFailedEvent != null) { base.Fsm.Event(this.ConnectionFailedEvent); } return; case NetworkConnectionError.AlreadyConnectedToServer: if (this.AlreadyConnectedToServerEvent != null) { base.Fsm.Event(this.AlreadyConnectedToServerEvent); } return; case (NetworkConnectionError)17: case (NetworkConnectionError)19: case (NetworkConnectionError)20: IL_50: switch (networkConnectionError + 5) { case NetworkConnectionError.NoError: if (this.InternalDirectConnectFailedEvent != null) { base.Fsm.Event(this.InternalDirectConnectFailedEvent); } return; case (NetworkConnectionError)1: if (this.EmptyConnectTargetEvent != null) { base.Fsm.Event(this.EmptyConnectTargetEvent); } return; case (NetworkConnectionError)2: if (this.IncorrectParametersEvent != null) { base.Fsm.Event(this.IncorrectParametersEvent); } return; case (NetworkConnectionError)3: if (this.CreateSocketOrThreadFailureEvent != null) { base.Fsm.Event(this.CreateSocketOrThreadFailureEvent); } return; case (NetworkConnectionError)4: if (this.AlreadyConnectedToAnotherServerEvent != null) { base.Fsm.Event(this.AlreadyConnectedToAnotherServerEvent); } return; case (NetworkConnectionError)5: if (this.NoErrorEvent != null) { base.Fsm.Event(this.NoErrorEvent); } return; default: switch (networkConnectionError) { case NetworkConnectionError.NATTargetNotConnected: if (this.NATTargetNotConnectedEvent != null) { base.Fsm.Event(this.NATTargetNotConnectedEvent); } return; case (NetworkConnectionError)70: case (NetworkConnectionError)72: return; case NetworkConnectionError.NATTargetConnectionLost: if (this.NATTargetConnectionLostEvent != null) { base.Fsm.Event(this.NATTargetConnectionLostEvent); } return; case NetworkConnectionError.NATPunchthroughFailed: if (this.NATPunchthroughFailedEvent != null) { base.Fsm.Event(this.NoErrorEvent); } return; default: return; } break; } break; case NetworkConnectionError.TooManyConnectedPlayers: if (this.TooManyConnectedPlayersEvent != null) { base.Fsm.Event(this.TooManyConnectedPlayersEvent); } return; case NetworkConnectionError.RSAPublicKeyMismatch: if (this.RSAPublicKeyMismatchEvent != null) { base.Fsm.Event(this.RSAPublicKeyMismatchEvent); } return; case NetworkConnectionError.ConnectionBanned: if (this.ConnectionBannedEvent != null) { base.Fsm.Event(this.ConnectionBannedEvent); } return; case NetworkConnectionError.InvalidPassword: if (this.InvalidPasswordEvent != null) { base.Fsm.Event(this.InvalidPasswordEvent); } return; } goto IL_50; }
// Called on the client when a connection attempt fails for some reason (Since v2.0) /// <summary> /// 当一个连接因为某些原因失败时在客户端调用。 ///失败原因将作为 NetworkConnectionError 枚举传入。 /// </summary> /// <param name="error"></param> public void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); }
protected void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("failed to connect " + error); }
/// <summary>Called on the client when a connection attempt fails for some reason.</summary> public virtual void OnFailedToConnect(NetworkConnectionError error) { }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { chatQueue.Enqueue("Failed to connect to the master server! (info=" + info + ")"); }
/// <summary>Called on clients or servers when there is a problem connecting to the MasterServer.</summary> public virtual void OnFailedToConnectToMasterServer(NetworkConnectionError info) { }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("failed to connect " + error); showMultiplayer = true; joinGameMessage = "Failed to connect: " + error; }
void OnFailedToConnect(NetworkConnectionError error) { printC(lc.clnt.ToString() + error.ToString().Replace("InvalidPassword", lc.gamealreadystarted.ToString())); }
void OnFailedToConnect(NetworkConnectionError error) { printC(lc.clnt .ToString() + error.ToString().Replace("InvalidPassword", lc.gald .ToString())); }
void OnFailedToConnectToMasterServer(NetworkConnectionError error) { printC(lc.clnt.ToString() + error); }
private void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); }
void OnFailedToConnect(NetworkConnectionError info) { windowManager.BringIn("FailToConnectPanel"); }
void OnFailedToConnect(NetworkConnectionError error) { Debug.Log("Could not connect to server: " + error); state = GameState.Error; errorLog = error.ToString(); Network.Disconnect(); }
void OnFailedToConnect(NetworkConnectionError info) { Debug.Log ("OnFailedToConnect : "+info); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { Debug.Log("Could not connect to master server: " + info); }
void OnFailedToConnect(NetworkConnectionError error) { callIfExist(idOnFailedToConnect, error); }
/// <summary>Called on the client when a connection attempt fails for some reason.</summary> public override void OnFailedToConnect(NetworkConnectionError error) { if (onFailedToConnect != null) onFailedToConnect.OnNext(error); }
void OnFailedToConnectToMasterServer(NetworkConnectionError error) { onTrigger.Invoke(gameObject, error); }
//Called on client side if the connection failed void OnFailedToConnect(NetworkConnectionError error) { joinMenu.GetComponent<sJoinMenu>().sConnectionErrorMessage = "Could not connect to server: " + error; joinMenu.SetActive(true); this.gameObject.SetActive(false); }
//Try again with some different settings..mainly try connecting without NAT IEnumerator FailedConnectRetry(NetworkConnectionError info) { lastConnectionError = info; if (!lastConnectMayRetry || info == NetworkConnectionError.TooManyConnectedPlayers || info == NetworkConnectionError.InvalidPassword) { //Stop retrying } else if (lastConnectUsedNAT || lastConnectPort != defaultServerPort) { //Retry (without NAT) on default port! yield return 0; //Workaround against "too many open connections" DirectConnect(lastConnectIP, MultiplayerFunctionScript.SP.defaultServerPort, lastConnectPW, true, lastConnectionFailDelegate); yield break; } //Finished: failed connecting = false; if (lastConnectionFailDelegate != null) { lastConnectionFailDelegate(); } }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { callIfExist(idOnFailedToConnectToMasterServer, info); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { //Two possible causes: FetchHostList OR RegisterHost failed to connect Debug.LogWarning("OnFailedToConnectToMasterServer: " + info); int retryTime = 5 + 5 * msRetries * msRetries; // 5,10,20,50,.. to not overload the masterserver when its down if (lastMSRetry < Time.time - retryTime) { lastMSRetry = Time.time; FetchHostList(); } }
void OnFailedToConnect(NetworkConnectionError error) { connected = false; Debug.Log("Could not connect to server: " + error); }
void OnFailedToConnectToMasterServer(NetworkConnectionError info) { Debug.Log ("OnFailedToConnectToMasterServer : "+info); }
private void OnFailedToConnect(NetworkConnectionError error) { GameObject.Destroy(this); }
void OnFailedToConnect(NetworkConnectionError error) { ScreenLog.Log("Could not connect to server: " + error); CancelInvoke("DelaySetIsLinkServer"); Invoke("DelaySetIsLinkServer", 2f); }