Created
January 13, 2016 12:12
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using UnityEngine; | |
using UnityEngine.Networking; | |
using UnityEngine.Networking.NetworkSystem; | |
using System.Collections; | |
public class Connector : MonoBehaviour { | |
int connectionAttemptCount; | |
NetworkClient client; | |
bool errorHappened; | |
void Start () { | |
StartClient (); | |
} | |
void StartClient() | |
{ | |
client = new NetworkClient (); | |
client.RegisterHandler (MsgType.Connect, OnConnected); | |
client.RegisterHandler (MsgType.Disconnect, OnDisconnected); | |
client.RegisterHandler (MsgType.Error, OnError); | |
// short timeouts | |
var config = new ConnectionConfig(); | |
config.ConnectTimeout = 100; | |
client.Configure (config, 1); | |
client.Connect ("2.2.2.2", 1234); // some non-connectable server to create a connection timeout | |
Debug.LogFormat ("New connection attempt {0}...",connectionAttemptCount); | |
} | |
void StopClient() | |
{ | |
print ("Stopping client: hostid=" + (connectionAttemptCount)); | |
// can't do it here, would spam this error: host id {0} has been already deleted | |
NetworkTransport.RemoveHost (0); | |
//client.Disconnect (); | |
client.UnregisterHandler (MsgType.Connect); | |
client.UnregisterHandler (MsgType.Disconnect); | |
client.UnregisterHandler (MsgType.Error); | |
client.Shutdown (); | |
client = null; | |
connectionAttemptCount += 1; | |
} | |
void OnConnected(NetworkMessage netMsg) | |
{ | |
print ("connected"); | |
} | |
private void OnDisconnected(NetworkMessage netMsg) | |
{ | |
print("disconnected"); | |
StartCoroutine(Reset()); | |
} | |
IEnumerator Reset() | |
{ | |
StopClient(); | |
yield return new WaitForSeconds(1); | |
StartClient(); | |
} | |
void OnError(NetworkMessage netMsg) | |
{ | |
// we just assume it's a timeout error | |
errorHappened = true; | |
} | |
} | |
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