i have created this code but do not no i f i am connecet to the master server or not. could someone have a look and let me no if its wrong or not. i can connect locally but i recieve no acknowledgement i am connected to the master server. please help
/*
* This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl)
* The original author of this code Mike Hergaarden, even though some small parts
* are copied from the Unity tutorials/manuals.
* Feel free to use this code for your own projects, drop me a line if you made something exciting!
*/
#pragma strict
var connectToIP : String = "127.0.0.1";
var connectPort : int = 25002;
private var entrypassword: String ="";
private var passwordID = "id";
private var password : String = "";
private var tempPassword = password; // stores temporary password
private var ps =0;
private var pw =0;
private var sx =0;
private var sy =0;
private var a = false;
var doWindow0 = false;
private var connectStatus = "";
function DoWindow0 (windowID : int)
{
if(GUI.Button (Rect (10,30, 80,20), "Ok"))
{
doWindow0 = false;
}
}
function Awake() {
// Make sure list is empty and request a new list
MasterServer.ClearHostList();
MasterServer.RequestHostList("LarusTest");
}
function Update() {
// If any hosts were received, display game name, the clear host list again
if (MasterServer.PollHostList().length != 0)
{
var hostData: HostData[] = MasterServer.PollHostList();
for (var i:int=0; i<hostData.length; i++)
{
Debug.Log("Game name: " + hostData[i].gameName);
}
MasterServer.ClearHostList();
connectStatus = "in if";
doWindow0 = true;
}
}
//Obviously the GUI is for both client&servers (mixed!)
function OnGUI ()
{
//if gui window pressed enter this
if (doWindow0)
{
GUI.Window (0, Rect (110,10,200,60), DoWindow0, connectStatus);
}
if(a==false)
{
//entry password
GUILayout.Label("enter password");
entrypassword = GUILayout.PasswordField (entrypassword, "*"[0], 25);
tempPassword = entrypassword;
if(GUILayout.Button("Ok"))
{
if(passwordID == tempPassword)
{
tempPassword = "";
a= true;
print("right");
connectStatus = "Correct";
doWindow0 = true;
}
else
{
connectStatus = "Wrong password try again";
doWindow0 = true;
print("wrong");
}
}
}
//doWindow0 = GUI.Toggle (Rect (10,10,100,20), doWindow0, "Window 0");
else if(a==true)
{
if (Network.peerType == NetworkPeerType.Disconnected)
{
//We are currently disconnected: Not a client or host
GUILayout.Label("Connection status: Disconnected");
connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
connectPort = parseInt(GUILayout.TextField(connectPort.ToString()));
//password = GUILayout.TextField(password, GUILayout.MinWidth(100));
password = GUILayout.PasswordField (password, "*"[0], 25);
GUILayout.BeginVertical();
if (GUILayout.Button ("Connect as client"))
{
//Connect to the "connectToIP" and "connectPort" as entered via the GUI
//Ignore the NAT for now
//~ if(password == tempPassword)
//~ {
connectStatus = "Checking";
doWindow0 = true;
Network.useNat = false;
Network.Connect(connectToIP, connectPort,password);
tempPassword = "";
//~ }
}
if (GUILayout.Button ("Start Server"))
{
//Start a server for 32 clients using the "connectPort" given via the GUI
//Ignore the nat for now
//Network.useNat = false;
Network.useNat = !Network.HavePublicAddress();
Network.incomingPassword = password;
Network.InitializeServer(32, connectPort);
MasterServer.RegisterHost("MyUniqueGameType", "JohnDoes game", "l33t game for all");
}
GUILayout.EndVertical();
}
else
{
//We've got a connection(s)!
if (Network.peerType == NetworkPeerType.Connecting)
{
GUILayout.Label("Connection status: Connecting");
}
else if (Network.peerType == NetworkPeerType.Client)
{
GUILayout.Label("Connection status: Client!");
GUILayout.Label("Ping to server: "+Network.GetAveragePing( Network.connections[0] ) );
}
else if (Network.peerType == NetworkPeerType.Server)
{
GUILayout.Label("Connection status: Server!");
GUILayout.Label("Connections: "+Network.connections.length);
if(Network.connections.length>=1)
{
GUILayout.Label("Ping to first player: "+Network.GetAveragePing( Network.connections[0] ) );
}
}
if (GUILayout.Button ("Disconnect"))
{
Network.Disconnect(200);
}
}
}
}
// NONE of the functions below is of any use in this demo, the code below is only used for demonstration.
// First ensure you understand the code in the OnGUI() function above.
//Client functions called by Unity
function OnConnectedToServer()
{
Debug.Log("This CLIENT has connected to a server");
}
function OnDisconnectedFromServer(info : NetworkDisconnection)
{
Debug.Log("This SERVER OR CLIENT has disconnected from a server");
}
function OnFailedToConnect(error: NetworkConnectionError)
{
Debug.Log("Could not connect to server: "+ error);
connectStatus = "Error Failed";
doWindow0 = true;
}
//Server functions called by Unity
function OnPlayerConnected(player: NetworkPlayer)
{
Debug.Log("Player connected from: " + player.ipAddress +":" + player.port);
}
function OnServerInitialized()
{
Debug.Log("Server initialized and ready");
}
function OnPlayerDisconnected(player: NetworkPlayer)
{
Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port);
}
// OTHERS:
// To have a full overview of all network functions called by unity
// the next four have been added here too, but they can be ignored for now
function OnFailedToConnectToMasterServer(info: NetworkConnectionError)
{
Debug.Log("Could not connect to master server: "+ info);
}
function OnNetworkInstantiate (info : NetworkMessageInfo)
{
Debug.Log("New object instantiated by " + info.sender);
}
function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo)
{
//Custom code here (your code!)
}
/*
The last networking functions that unity calls are the RPC functions.
As we've added "OnSerializeNetworkView", you can't forget the RPC functions
that unity calls..however; those are up to you to implement.
@RPC
function MyRPCKillMessage(){
//Looks like I have been killed!
//Someone send an RPC resulting in this function call
}
*/