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Jan 13th, 2016
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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.Networking;
  4.  
  5. public class ZMessageTransfer : NetworkBehaviour
  6. {
  7. private static ZMessageTransfer instance;
  8. public static ZMessageTransfer Instance { get { return instance; } }
  9. NetworkClient m_Client;
  10. public class MessageType
  11. {
  12. public static short Login = 1001;
  13. };
  14. public class LoginMessage : MessageBase
  15. {
  16. public string username;
  17. public string password;
  18. };
  19. void Awake ()
  20. {
  21. instance = this;
  22. }
  23. public void SendLoginMessage(string username, string password)
  24. {
  25. LoginMessage loginMsg = new LoginMessage();
  26. loginMsg.username = username;
  27. loginMsg.password = password;
  28. m_Client.Send(MessageType.Login,loginMsg);
  29. }
  30. }
  31.  
  32. using UnityEngine;
  33. using System.Collections;
  34. using UnityEngine.Networking;
  35. using UnityEngine.UI;
  36.  
  37. public class ZMatchServer : NetworkBehaviour
  38. {
  39. public int listenPort;
  40. public int maxConnection;
  41. public bool enableNAT;
  42.  
  43. public Text currentPlayer;
  44. public Text currentLog;
  45.  
  46. private int onlinePlayer;
  47.  
  48. void Start ()
  49. {
  50. Network.InitializeSecurity();
  51. Network.InitializeServer(maxConnection,listenPort,enableNAT);
  52. NetworkServer.RegisterHandler(ZMessageTransfer.MessageType.Login,OnPlayerLogin);
  53. }
  54.  
  55. void OnPlayerLogin(NetworkMessage netMsg)
  56. {
  57. var loginMsg = netMsg.ReadMessage<ZMessageTransfer.LoginMessage>();
  58. string username = loginMsg.username;
  59. string password = loginMsg.password;
  60. currentLog.text = "Player send login " + username + " " + password;
  61. }
  62.  
  63. void OnServerInitialized()
  64. {
  65. Debug.Log("Server Initialize completed! ");
  66. currentLog.text = "Server Initialize completed! ";
  67. }
  68.  
  69. void OnPlayerConnected(NetworkPlayer player)
  70. {
  71. onlinePlayer += 1;
  72. currentPlayer.text = "Current player online : " + onlinePlayer.ToString();
  73. currentLog.text = "Player connected";
  74. Debug.Log("Player connected " );
  75. }
  76.  
  77. void OnPlayerDisconnected(NetworkPlayer player)
  78. {
  79. onlinePlayer -= 1;
  80. currentPlayer.text = "Current player online : " + onlinePlayer.ToString();
  81. currentLog.text = "Player disconnected";
  82. }
  83. }
  84.  
  85. using UnityEngine;
  86. using System.Net;
  87. using System.Collections;
  88. using UnityEngine.Networking;
  89. using UnityEngine.Networking.Types;
  90.  
  91. public class ZNetworkConnection : NetworkBehaviour
  92. {
  93. [SerializeField]private string serverURL;
  94. [SerializeField]private string serverIP;
  95. [SerializeField]private int serverPort;
  96.  
  97. NetworkClient m_Client;
  98.  
  99. private static ZNetworkConnection instance;
  100.  
  101. public static ZNetworkConnection Instance { get { return instance; } }
  102.  
  103. void Awake()
  104. {
  105. instance = this;
  106. }
  107.  
  108. void Start ()
  109. {
  110. ConnectToServer();
  111. }
  112. protected void ConnectToServer()
  113. {
  114. Network.Connect(serverIP,serverPort);
  115. }
  116.  
  117. public void LoginToServer(string username,string password)
  118. {
  119. ZMessageTransfer.Instance.SendLoginMessage(username,password);
  120. }
  121.  
  122. protected void OnConnectedToServer()
  123. {
  124. Debug.Log("Connected to server complete ");
  125. }
  126. }
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