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Connect to Server on different computer (local network)
Hola,
I'm currently trying to set up a basic client-to-server network for Unity. At the moment, the server is a separate Unity project on a different computer in the same network. I'm extremely new to uNet and the way Unity handles it's networking, so help is appreciated!
Essentially, the problem is that I'm trying to connect my client-side test project to a server project, on a different computer, on the same local network.
For whatever reason, the connection isn't coming through nor is it updating my servers connections in any way, despite having the right public IP address for the servers computer (didn't specify in code examples - it's specified in the Inspector).
Here is the client-side code:
using UnityEngine; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine.Networking; using System.IO; using System.Runtime.Serialization.Formatters.Binary;
public class ClientConnector : NetworkManager
{
NetworkClient m_client;
public GameObject screenCanvas;
bool socketConnection = false;
bool serverConnection = false;
bool connectingToSocket = false;
bool connectingToServer = false;
bool connectedToServer = false;
public int socketConnectionPort = 8888;
public int serverConnectionPort = 8899;
public string connectionIP = "127.0.0.1";
public int maxConnectionsNumber = 10;
int reliableChannelID;
int socketID;
int socketConnectionID;
int serverConnectionID;
void Start ()
{
NetworkTransport.Init();
m_client = new NetworkClient();
if (SetupConnection())
{
ConnectSocket();
}
if (socketConnection)
{
ConnectServer();
}
}
void OnApplicationQuit()
{
NetworkTransport.Shutdown();
}
public void ConnectSocket()
{
connectingToSocket = true;
byte error;
socketConnectionID = NetworkTransport.Connect(socketID, connectionIP, socketConnectionPort, 0, out error);
if (socketConnectionID != 0)
{
socketConnection = true;
connectingToSocket = false;
}
}
public void ConnectServer()
{
connectingToServer = true;
byte error;
serverConnectionID = NetworkTransport.Connect(socketID, connectionIP, serverConnectionPort, 0, out error);
if (serverConnectionID != 0)
{
serverConnection = true;
connectedToServer = true;
connectingToServer = false;
SendSocketMessage();
}
}
bool SetupConnection()
{
ConnectionConfig config = new ConnectionConfig();
reliableChannelID = config.AddChannel(QosType.Reliable);
HostTopology topology = new HostTopology(config, maxConnectionsNumber);
socketID = NetworkTransport.AddHost(topology, socketConnectionPort);
if (client != null)
{
client.RegisterHandler(MsgType.Connect, OnConnected);
}
if (socketID == 0)
{
Debug.Log("Socket open. Socket ID is: " + socketConnectionID);
return true;
}
else
{
return false;
}
}
void Update ()
{
ReceiveAndHandlePacket();
}
void ReceiveAndHandlePacket()
{
int recChannelID;
byte[] recBuffer = new byte[1024];
int bufferSize = 1024;
int dataSize;
byte error;
NetworkEventType networkEvent = NetworkTransport.Receive(out socketID, out socketConnectionID, out recChannelID, recBuffer, bufferSize, out dataSize, out error);
switch (networkEvent)
{
case NetworkEventType.Nothing:
{
Debug.Log("No packets!");
break;
}
case NetworkEventType.ConnectEvent:
{
break;
}
case NetworkEventType.DataEvent:
{
Stream stream = new MemoryStream(recBuffer);
bufferSize = (int)stream.Position;
BinaryFormatter formatter = new BinaryFormatter();
string data = formatter.Deserialize(stream) as string;
Debug.Log("Received Packet from Server saying: " + data);
break;
}
case NetworkEventType.DisconnectEvent:
{
Debug.Log("Disconnected.");
break;
}
}
}
void SendSocketMessage()
{
byte error;
byte[] buffer = new byte[1024];
Stream stream = new MemoryStream(buffer);
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(stream, "Connecting from Client.");
int bufferSize = (int)stream.Position;
NetworkTransport.Send(socketID, socketConnectionID, reliableChannelID, buffer, bufferSize, out error);
}
void OnConnected(NetworkMessage netMsg)
{
Debug.Log("Connected to Socket on " + connectionIP);
}
}
and here is the server-side code:
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public class ServerControl : NetworkManager
{
public GameObject connectionsScreen;
public int maxConnectables;
public int socketConnectionPort = 8888;
public string socketConnectionIP = "127.0.0.1";
public int serverConnectionPort = 8899;
bool useNat;
List<NetworkClient> connections = new List<NetworkClient>();
bool serverInitialized;
int channelID;
int socketID;
int connectionID;
void Start()
{
useNat = !Network.HavePublicAddress();
NetworkTransport.Init();
if (SetupSocket())
{
InitializePeerServer();
}
}
void OnApplicationQuit()
{
NetworkTransport.Shutdown();
}
public bool SetupSocket()
{
ConnectionConfig config = new ConnectionConfig();
channelID = config.AddChannel(QosType.Reliable);
HostTopology topology = new HostTopology(config, maxConnections);
socketID = NetworkTransport.AddHost(topology);
byte error;
connectionID = NetworkTransport.Connect(socketID, socketConnectionIP, socketConnectionPort, 0, out error);
if (connectionID != 0)
{
Debug.Log("Socket open on: " + socketConnectionPort + " with IP: " + socketConnectionIP);
return true;
}
else
return false;
}
public void InitializePeerServer()
{
NetworkConnectionError serverStatus;
serverStatus = Network.InitializeServer(maxConnectables, serverConnectionPort, useNat);
switch (serverStatus)
{
case NetworkConnectionError.NoError:
{
serverInitialized = true;
break;
}
default:
{
serverInitialized = false;
break;
}
}
}
public void ReceiveAndHandlePackets()
{
int recChannelID;
byte[] recBuffer = new byte[1024];
int bufferSize = 1024;
int dataSize;
byte error;
NetworkEventType networkEvent = NetworkTransport.Receive(out socketID, out connectionID, out recChannelID, recBuffer, bufferSize, out dataSize, out error);
switch (networkEvent)
{
case NetworkEventType.Nothing:
connectionsScreen.transform.GetChild(6).GetComponent<Text>().text = "Message: \nNo packets!";
break;
case NetworkEventType.ConnectEvent:
{
Debug.Log("Incoming connection.");
break;
}
case NetworkEventType.DataEvent:
{
Stream stream = new MemoryStream(recBuffer);
BinaryFormatter formatter = new BinaryFormatter();
string data = formatter.Deserialize(stream) as string;
Debug.Log("Received packet, saying: " + data);
connectionsScreen.transform.GetChild(6).GetComponent<Text>().text = "Message Received: " + data;
break;
}
case NetworkEventType.DisconnectEvent:
{
Debug.Log("Disconnected.");
break;
}
}
}
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
NetworkClient client = new NetworkClient(conn);
connections.Add(client);
Debug.Log("New connection from " + conn.address);
}
}
Any & all help is greatly appreciated! Thanks a bunch.
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