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- using UnityEngine;
- using System.Collections;
- using UnityEngine.Networking;
- public class ZMessageTransfer : NetworkBehaviour
- {
- private static ZMessageTransfer instance;
- public static ZMessageTransfer Instance { get { return instance; } }
- NetworkClient m_Client;
- public class MessageType
- {
- public static short Login = 1001;
- };
- public class LoginMessage : MessageBase
- {
- public string username;
- public string password;
- };
- void Awake ()
- {
- instance = this;
- }
- public void SendLoginMessage(string username, string password)
- {
- LoginMessage loginMsg = new LoginMessage();
- loginMsg.username = username;
- loginMsg.password = password;
- m_Client.Send(MessageType.Login,loginMsg);
- }
- }
- using UnityEngine;
- using System.Collections;
- using UnityEngine.Networking;
- using UnityEngine.UI;
- public class ZMatchServer : NetworkBehaviour
- {
- public int listenPort;
- public int maxConnection;
- public bool enableNAT;
- public Text currentPlayer;
- public Text currentLog;
- private int onlinePlayer;
- void Start ()
- {
- Network.InitializeSecurity();
- Network.InitializeServer(maxConnection,listenPort,enableNAT);
- NetworkServer.RegisterHandler(ZMessageTransfer.MessageType.Login,OnPlayerLogin);
- }
- void OnPlayerLogin(NetworkMessage netMsg)
- {
- var loginMsg = netMsg.ReadMessage<ZMessageTransfer.LoginMessage>();
- string username = loginMsg.username;
- string password = loginMsg.password;
- currentLog.text = "Player send login " + username + " " + password;
- }
- void OnServerInitialized()
- {
- Debug.Log("Server Initialize completed! ");
- currentLog.text = "Server Initialize completed! ";
- }
- void OnPlayerConnected(NetworkPlayer player)
- {
- onlinePlayer += 1;
- currentPlayer.text = "Current player online : " + onlinePlayer.ToString();
- currentLog.text = "Player connected";
- Debug.Log("Player connected " );
- }
- void OnPlayerDisconnected(NetworkPlayer player)
- {
- onlinePlayer -= 1;
- currentPlayer.text = "Current player online : " + onlinePlayer.ToString();
- currentLog.text = "Player disconnected";
- }
- }
- using UnityEngine;
- using System.Net;
- using System.Collections;
- using UnityEngine.Networking;
- using UnityEngine.Networking.Types;
- public class ZNetworkConnection : NetworkBehaviour
- {
- [SerializeField]private string serverURL;
- [SerializeField]private string serverIP;
- [SerializeField]private int serverPort;
- NetworkClient m_Client;
- private static ZNetworkConnection instance;
- public static ZNetworkConnection Instance { get { return instance; } }
- void Awake()
- {
- instance = this;
- }
- void Start ()
- {
- ConnectToServer();
- }
- protected void ConnectToServer()
- {
- Network.Connect(serverIP,serverPort);
- }
- public void LoginToServer(string username,string password)
- {
- ZMessageTransfer.Instance.SendLoginMessage(username,password);
- }
- protected void OnConnectedToServer()
- {
- Debug.Log("Connected to server complete ");
- }
- }
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