private async Task StartClient(int localWorldId, short portOffset, bool membersWorld) { Debug.Log($"Starting client."); try { await signlink.startpriv(IPAddress.Parse("127.0.0.1"), new Unity3DResourceCacheLoader()); } catch (Exception e) { Console.WriteLine($"Failed to load signlink/cache. Reason: {e}"); throw; } //Get back onto the main thread. if (!RsUnityPlatform.isWebGLBuild) { await new UnityYieldAwaitable(); } ClientConfiguration configuration = new ClientConfiguration(localWorldId, portOffset, membersWorld); RsUnityClient client1 = CreateRsClient(configuration); InputObject.InputSubscribable = client1; GraphicsObject.GameStateHookable = client1; client1.createClientFrame(765, 503); Debug.Log($"Client frame created."); }
private async Task StartClient(int localWorldId, short portOffset, bool membersWorld) { Debug.Log($"Starting client."); try { await signlink.startpriv(Endpoint, new Unity3DResourceCacheLoader()); } catch (Exception e) { Console.WriteLine($"Failed to load signlink/cache. Reason: {e}"); throw; } //Get back onto the main thread. if (!RsUnityPlatform.isWebGLBuild) { await new UnityYieldAwaitable(); } //WebGL port is + 1 off normal port for Websocket proxy. if (RsUnityPlatform.isWebGLBuild) { portOffset++; } ClientConfiguration configuration = new ClientConfiguration(localWorldId, portOffset, membersWorld); RsUnityClient client1 = CreateRsClient(configuration); InputObject.InputSubscribable = client1; GraphicsObject.GameStateHookable = client1; client1.createClientFrame((int)(765 * ResolutionMultiplier), (int)(503 * ResolutionMultiplier)); Debug.Log($"Client frame created."); }