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Question by Cowboy433 · Apr 28, 2017 at 06:02 AM · networkingmultiplayermultiplayer-networking

Unity Networking: Get information from a server

Hello, I am currently creating a game that uses networking to retrieve a list of all online servers, then has what level that server is currently on. This way, people know, when joining, what level they will load into. However, I am a bit unsure of how to go about posting the current level name and server name, and getting what level the server is on.

I have tried making this simple program to host and join the servers, but not sure how to get a list of all of the servers, nor what level it is on:

     public GameObject fadeLoader;
     public GameObject loadingOverlayText;
     NetworkClient client_self;
     bool isAtStartup;
 
     
     public void exitApplication() {
         Application.Quit();
     }
 
     public void submitOnlineHost() {
         
         fadeLoader.SetActive(true);
         SetupServer();
     }
 
     public void SetupServer()
     {
         NetworkServer.Listen(int.Parse(ipPortField.text));
         isAtStartup = false;
         Debug.Log("HandlerScripts: Server setup complete.");
         loadingOverlayText.GetComponent<Text>().text = "Checking server integrity...";
         if(NetworkServer.active) {
             loadingOverlayText.GetComponent<Text>().text = " ACTIVE returned 0.";
             Debug.Log("HandlerScripts:: SetupServer: ACTIVE returned FALSE.");
             Debug.Log("                 in bool NetworkServer.active");
             return;
         }
         loadingOverlayText.GetComponent<Text>().text = "Uploading server information...";
                  // Stuck on uploading information to the server
 
     }
 
     // Create a client and connect to the server port
     public void SetupClient()
     {
         client_self = new NetworkClient();
         client_self.RegisterHandler(MsgType.Connect, OnConnected);     
         client_self.Connect("127.0.0.1", 9109);
         isAtStartup = false;
     }
 
     // Create a local client and connect to the local server
     public void SetupLocalClient()
     {
         client_self = ClientScene.ConnectLocalServer();
         client_self.RegisterHandler(MsgType.Connect, OnConnected);     
         isAtStartup = false;
     }
 
     // client function
     public void OnConnected(NetworkMessage netMsg)
     {
         Debug.Log("Connected to requested server");
     }
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