Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Didas72 · Sep 20, 2019 at 02:40 PM · errornetworkingconnection

Trouble with LLAPI

I've searched for a good while now and I couldn't find an answer for this. I'm trying to send a message from the client to the server at start. Whenever I do so, the client error byte is set to 2 andd the message doesn't make it. Here's the client code:

 public void Connect()
     {
         byte error;
         mainConnectionId = NetworkTransport.Connect(mainHostId, "127.0.0.1", socketPort, 0, out error);
 
         NetConnected msg = new NetConnected();
 
         SendMessage(msg);
     }
 
     public void SendMessage(NetMessage msg)
     {
         byte error;
         byte[] buffer = new byte[maxBufferSize];
 
         Stream stream = new MemoryStream(buffer);
         BinaryFormatter formatter = new BinaryFormatter();
         formatter.Serialize(stream, msg);
 
         NetworkTransport.Send(mainHostId, mainConnectionId, reliableChannelId, buffer, maxBufferSize, out error);
 
         Debug.Log("Send error " + error);
     }

and the server:

 public void UpdateMessagePump()
     {
         byte[] buffer = new byte[maxBufferSize];
         NetworkEventType recType = NetworkTransport.Receive(out int hostId, out int connectionId, out int channelId, buffer, maxBufferSize, out int receivedSize, out byte error);
 
         switch (recType)
         {
             case NetworkEventType.Nothing:
                 break;
 
             case NetworkEventType.ConnectEvent:
                 Debug.Log("User connected.");
                 break;
 
             case NetworkEventType.DisconnectEvent:
                 Debug.Log("User disconnected.");
                 break;
 
             case NetworkEventType.DataEvent:
                 Debug.Log("Recieved data.");
 
                 BinaryFormatter formatter = new BinaryFormatter();
                 Stream stream = new MemoryStream(buffer);
 
                 NetMessage msg = formatter.Deserialize(stream) as NetMessage;
 
                 OnData(msg);
 
                 break;
         }
     }
 
     public void OnData(NetMessage msg)
     {
         switch (msg.messageType)
         {
             case NetMessageType.Invalid:
                 Debug.Log("Unexpected message type");
                 break;
 
             case NetMessageType.Connected:
                 Debug.Log("Connected msg.");
                 break;
         }
     }

As you can see, the connection id is set just above the call of the method Send(). I don't understand unity's networking system that well but its the second time I try to implement this sort of thing and I got the same result before. Any help would be appreciated. Thanks in advance. Sorry if my english is incorrect.

Also, if you want, I can post the whole code for both server and client.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

187 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A connection has already been set as ready. There can only be one. Error received from NetworkIdentity:UNetStaticUpdate 0 Answers

uNet- A connection has already been set as ready. There can only be one. 3 Answers

Networking with a modem, without connecting to a server... Is it possible, are there any examples? 1 Answer

The magic key to networking? 0 Answers

Internal error while attempting to connect to master server 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges