private RelayConnectionType connectionType = RelayConnectionType.UDP; // Change this to try different connection type void FullFlow(RelayConnectionType in_connectionType) { successCount = 0; isRunning = true; connectionType = in_connectionType; _bc.Client.EnableLogging(true); _bc.RTTService.RegisterRTTLobbyCallback(onLobbyEvent); _bc.RTTService.EnableRTT(RTTConnectionType.WEBSOCKET, onRTTEnabled, onFailed); // Main event loop var timeStart = DateTime.Now; while (isRunning) { _bc.Update(); Thread.Sleep(10); // We timeout after 5 minutes (give it time if the system is slow and no server is up) if ((DateTime.Now - timeStart).TotalSeconds > 5.0 * 60.0) { break; } } Assert.True(successCount == 3); // Test result }
public void FindLobby(RelayConnectionType protocol) { StateManager.Instance.protocol = protocol; GameManager.Instance.CurrentUserInfo.UserGameColor = Settings.GetPlayerPrefColor(); // Enable RTT m_bcWrapper.RTTService.RegisterRTTLobbyCallback(OnLobbyEvent); m_bcWrapper.RTTService.EnableRTT(RTTConnectionType.WEBSOCKET, OnRTTConnected, OnRTTDisconnected); }
private IEnumerator FullFlow(RelayConnectionType in_connectionType) { connectionType = in_connectionType; yield return(_tc.StartCoroutine(_tc.SetUpNewUser(Users.UserA))); _tc.bcWrapper.Client.EnableLogging(true); _tc.bcWrapper.RTTService.RegisterRTTLobbyCallback(OnLobbyEvent); _tc.bcWrapper.RTTService.EnableRTT(RTTConnectionType.WEBSOCKET, OnRTTEnabled, OnFailed); yield return(_tc.StartCoroutine(_tc.Run())); }
/// <summary> /// Start off a connection, based off connection type to brainClouds Relay Servers. Connect options come in from "ROOM_ASSIGNED" lobby callback /// </summary> /// <param name="in_connectionType"></param> /// <param name="in_options"> /// in_options["ssl"] = false; /// in_options["host"] = "168.0.1.192"; /// in_options["port"] = 9000; /// in_options["passcode"] = "somePasscode" /// in_options["lobbyId"] = "55555:v5v:001"; ///</param> /// <param name="in_success"></param> /// <param name="in_failure"></param> /// <param name="cb_object"></param> public void Connect(RelayConnectionType in_connectionType = RelayConnectionType.WEBSOCKET, Dictionary <string, object> in_options = null, SuccessCallback in_success = null, FailureCallback in_failure = null, object cb_object = null) { m_commsLayer.Connect(in_connectionType, in_options, in_success, in_failure, cb_object); }
/// <summary> /// Start off a connection, based off connection type to brainClouds Relay Servers. Connect options come in from "ROOM_ASSIGNED" lobby callback /// </summary> /// <param name="in_connectionType"></param> /// <param name="in_options"></param> /// <param name="in_success"></param> /// <param name="in_failure"></param> /// <param name="cb_object"></param> public void Connect(RelayConnectionType in_connectionType, RelayConnectOptions in_options, SuccessCallback in_success = null, FailureCallback in_failure = null, object cb_object = null) { m_commsLayer.Connect(in_connectionType, in_options, in_success, in_failure, cb_object); }