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Question by buildman99 · May 25, 2011 at 08:58 PM · c#networkmmommorpg

CSharp network script error

I am trying to make a mmorpg and i am using the tutorials of unity3d wiki but the logingui script has errors in it! HELP ME!!!

THE ERROR IS: 174.13 CS1520 error class struct or interface method must have a return type

this is the code:

using UnityEngine; using System; using System.Collections; // for using hash tables using System.Security.Permissions; // for getting the socket policy using SmartFoxClientAPI; // to setup SmartFox connection using SmartFoxClientAPI.Data; // necessary to access the room resource

public class gui_Login : MonoBehaviour {

 // smartFox variables
 private SmartFoxClient smartFox;
 private string serverIP = "127.0.0.1";
 private int serverPort = 9339;        // default = 9339
 public string zone = "city";
 public bool debug = true;
 
 // variables used in script
 private string statusMessage = "";
 private string username = "";
 
 void Awake() {
     Application.runInBackground = true;     // Let the application be running while the window is not active.

     // Create SmartFox connection if not already available
     if ( SmartFox.IsInitialized() ) {
         Debug.Log("SmartFox is already initialized, reusing connection");
         smartFox = SmartFox.Connection;
     } else {
         if( Application.platform == RuntimePlatform.WindowsWebPlayer ) {
           // Only set this for the webplayer, it breaks pc standalone
             // See http://answers.unity3d.com/questions/25122/ for details
             Security.PrefetchSocketPolicy(serverIP, serverPort);
         }
         try {
             Debug.Log("Starting new SmartFoxClient");
             smartFox = new SmartFoxClient(debug);
             smartFox.runInQueueMode = true;
         } catch ( Exception e ) {
             Debug.Log(e.ToString());
         }
     }
 
     // Register callback delegates, before callling Connect()
     SFSEvent.onConnection += OnConnection;
     SFSEvent.onConnectionLost += OnConnectionLost;
     SFSEvent.onLogin += OnLogin;
     SFSEvent.onRoomListUpdate += OnRoomList;
     SFSEvent.onDebugMessage += OnDebugMessage;
     //SFSEvent.onJoinRoom += OnJoinRoom;        // We will not join a room in this level

     Debug.Log("Attempting to connect to SmartFoxServer");
     smartFox.Connect(serverIP, serverPort);  
 }
 
 void FixedUpdate() {
     smartFox.ProcessEventQueue();
 }

 void OnGUI() {
     
     // server IP in bottom left corner
     GUI.Label(new Rect(10, Screen.height-25, 200, 24), "Server: " + serverIP);
     
     // quit button in bottom right corner
     if ( Application.platform != RuntimePlatform.WindowsWebPlayer ) {         
         if ( GUI.Button(new Rect(Screen.width-150, Screen.height - 50, 100, 24), "Quit") ) {
             smartFox.Disconnect();
             UnregisterSFSSceneCallbacks();
             Application.Quit();
         }
     }

     // Show login fields if connected and reconnect button if disconnect
     if (smartFox.IsConnected()) {
         GUI.Label(new Rect(10, 116, 100, 100), "Username: ");
         username = GUI.TextField(new Rect(100, 116, 200, 20), username, 25);
         if ( GUI.Button(new Rect(100, 166, 100, 24), "Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '\n')) {
             smartFox.Login(zone, username, "");
         }
     } else {
         if ( GUI.Button(new Rect(100, 166, 100, 24), "Reconnect")  || (Event.current.type == EventType.keyDown && Event.current.character == '\n')) {
         Application.LoadLevel("sc_City");
         }
     }
     
     // Draw box for status messages, if one is given
     // Contains some logic to parse message of multiple lines if necessary
     if (statusMessage.Length > 0)
     {
         int boxLength = 61;       // define length of status box
         int messageLength = statusMessage.Length;   // get length of status message
         string originalMessage = statusMessage;  // copy message in to work string
         string formattedMessage = "";            // define output message string
         int i = 0;
         while (i + boxLength < messageLength)      // iterate and add newline until over length
         {
             formattedMessage = formattedMessage + originalMessage.Substring(i,boxLength) + "\n";
             i = i + boxLength;
         }
         // add last piece of original message
         formattedMessage = formattedMessage + originalMessage.Substring(i,  boxLength - (i + boxLength - messageLength));
         // draw status box with message
         GUI.Box (new Rect (Screen.width - 420,10,400,48), formattedMessage);
     }
     
 }

 private void UnregisterSFSSceneCallbacks() {
     // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
     SFSEvent.onConnection -= OnConnection;
     SFSEvent.onConnectionLost -= OnConnectionLost;
     SFSEvent.onLogin -= OnLogin;
     SFSEvent.onRoomListUpdate -= OnRoomList;
     SFSEvent.onDebugMessage -= OnDebugMessage;
     //SFSEvent.onJoinRoom -= OnJoinRoom;
 }

 void OnConnection(bool success, string error) {
     if ( success ) {
         SmartFox.Connection = smartFox;
         statusMessage = "Connected to SmartFox Server";
         Debug.Log(statusMessage);
     } else {
         statusMessage = "Can't connect! " + error;
         Debug.Log(statusMessage);
     }
 }

 void OnConnectionLost() {
     statusMessage = "Connection lost / no connection to server";
 }

 public void OnDebugMessage(string message) {
     Debug.Log("[SFS DEBUG] " + message);
 }

 public void OnLogin(bool success, string name, string error) {
     if ( success ) {
         statusMessage = "Login for user \"" + name +  "\" successful.";
         // Lets wait for the room list
     } else {
         // Login failed - lets display the error message sent to us
         statusMessage = "Login error: " + error;
     }
 }

/*
// We will not join a room in this level, the NetworkController in the next scene will take care of that void OnJoinRoom(Room room) { Debug.Log("Room " + room.GetName() + " joined successfully"); smartFox.SendPublicMessage(smartFox.myUserName + " has joined"); // We can now move on to the next level UnregisterSFSSceneCallbacks(); Application.LoadLevel("sc_City"); }

/

 void OnRoomList(Hashtable roomList) {
     try {
         foreach (int roomId in roomList.Keys)   {          
             Room room = (Room)roomList[roomId];
             if (room.IsPrivate()) {
                 Debug.Log("Room id: " + roomId + " has name: " + room.GetName() + "(private)");
             }
             Debug.Log("Room id: " + roomId + " has name: " + room.GetName());
         }
         // Users always have to be in a room, but we'll do that in the next level
         /*
         if (smartFox.GetActiveRoom() == null) {
             smartFox.JoinRoom("Central Square");
         }*/ 
         UnregisterSFSSceneCallbacks();
         Application.LoadLevel("sc_City");
     }
     catch (Exception e) {
         Debug.Log("Room list error: "+e.Message+" "+e.StackTrace);
     }
 }

}

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avatar image StephanK · May 25, 2011 at 09:29 PM 1
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You should include the error message. I don't think anyone will read that much code to find an error for you without any hint about what your actual problem is...

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Answer by Ray-Pendergraph · May 31, 2011 at 12:14 PM

It looks like the problem is in the only part of the post that the syntax parser goofed up when you posted. There appears to be a method in all that called OnJoinRoom(Room room). In C# methods necessarily have a return type, thus the error message : "class struct or interface method must have a return type" that should be changed to

void OnJoinRoom(Room room){...

If that's not the issue then there is another method somewhere else, maybe in another class. This is a compile time error that typically comes with a lot of indication where the problem is. Maybe you could post the entire compiler output.

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