private void Start() { Application.runInBackground = true; GeneratedMessageTypes.Initialize(); NetworkServer.Configure(settings); NetworkServer.StartEvent += () => { Debug.Log($"Start server id {NetworkServer.HostId}"); Instantiate(setup); }; NetworkServer.StopEvent += () => { Debug.Log($"Stop server id {NetworkServer.HostId}"); }; NetworkServer.NewConnectionEvent += connection => { Debug.Log($"New connection from {connection.Ip}"); //NetworkScene.Spawn(TestPrefab); }; NetworkServer.ConnectionDisconnectEvent += connection => { Debug.Log($"{connection.Ip} disconnected"); }; NetworkServer.Start(ip, port); //WorldUpdater.ConfigureServer(33, 200); //StatisticsUI.Show(); }
public void NetworkInit() { Debug.Log("starting network manager"); foreach (var ip in BattleController.FinalPlayerToIP) { playerAddresses.Add(ip); } cc = new ConnectionConfig(); cc.AddChannel(QosType.Reliable); cc.AddChannel(QosType.Reliable); cc.AddChannel(QosType.Reliable); cc.AddChannel(QosType.Reliable); NetworkServer.Configure(cc, 10); NetworkServer.Listen(4444); clients = new List <NetworkClient> (); Connect(); }