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Question by
copypasteearth · Jan 25, 2014 at 10:18 PM ·
networkingmobilemasterserverproxynetwork.connect
4g network connection?
hello all, i have master server,proxy server, and facilitator up and running, now when i have non-wifi connection i can start a server with proxy but cannot be connected to as client, or if wifi starts server as host, 4g can poll host list but cannot connect as client, this is a 2 player game, any advice is greatly appreciated
using UnityEngine;
using System.Collections;
public class networkt : MonoBehaviour {
// Use this for initialization
void Awake(){
Network.proxyIP = "xx.xxx.x.xxx";
Network.proxyPort = xxxxx;
MasterServer.ipAddress = "xx.xxx.x.xxx";
MasterServer.port = xxxxx;
Network.natFacilitatorIP = "xx.xxx.x.xxx";
Network.natFacilitatorPort = xxxxx;
}
void Start() {
}
private HostData[] hostList;
private const string typeName = "Time";
private const string gameName = "room1";
private void StartServer()
{
Network.useProxy = true;
//Network.InitializeSecurity();
Network.InitializeServer(2, xxxxx, !Network.HavePublicAddress());
MasterServer.RegisterHost(typeName, gameName);
}
void OnFailedToConnect(NetworkConnectionError error) {
Debug.Log("Could not connect to server: " + error);
}
void OnFailedToConnectToMasterServer(NetworkConnectionError info) {
Debug.Log("Could not connect to master server: " + info);
}
private void RefreshHostList()
{
MasterServer.RequestHostList(typeName);
}
private void JoinServer(HostData hostData)
{
//Network.useProxy = true;
Network.Connect(hostData.ip,hostData.port);
}
void OnMasterServerEvent(MasterServerEvent msEvent)
{
if (msEvent == MasterServerEvent.HostListReceived)
hostList = MasterServer.PollHostList();
Debug.Log(msEvent.ToString());
}
public GameObject playerPrefabhost;
void OnServerInitialized()
{
SpawnPlayer("server");
}
void OnConnectedToServer()
{
SpawnPlayer("client");
}
void OnPlayerConnected(NetworkPlayer player) {
//Debug.Log("Player " + playerCount + " connected from " + player.ipAddress + ":" + player.port);
}
private void SpawnPlayer(string now)
{
if(now == "server"){
Network.Instantiate(playerPrefabhost, new Vector3(0f, 0.1678028f, -0.2101257f), Quaternion.identity, 0);
}
else if(now == "client"){
Network.Instantiate(playerPrefabhost, new Vector3(-1.717126e-08f, 0.1678028f, 0.9347901f), Quaternion.Euler(0,180,0), 0);
}
}
// Update is called once per frame
void Update () {
}
void OnGUI()
{
if(Input.GetKeyDown(KeyCode.Escape)){
Application.Quit();
}
if (!Network.isClient && !Network.isServer)
{
if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
StartServer();
if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
RefreshHostList();
if (hostList != null)
{
for (int i = 0; i < hostList.Length; i++)
{
if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList[i].gameName))
JoinServer(hostList[i]);
}
}
}
}
}
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