Legacy Documentation: Version 5.1
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkClient.Connect

Switch to Manual
public function Connect(serverIp: string, serverPort: int): void;

Parameters

serverIp Target IP address or hostname.
serverPort Target port number.

Description

Connect client to a NetworkServer instance.

Connecting to a server is asynchronous. There is connection message that is fired when the client connects. If the connection fails, a MsgType.SYSTEM_ERROR message will be generated. Once a connection is established you are able to send messages on the connection using NetworkClient.Send(). If using other features of the high level api, the client should call NetworkClient.IsReady() once it is ready to participate in the game. At that point the client will be sent spawned objects and state update messages.

#pragma strict
public class NetClient {
	var myClient: NetworkClient;
	public function OnConnected(conn: NetworkConnection, reader: NetworkReader) {
		Debug.Log("Connected to server");
		myClient.Ready();
	}
	public function OnDisconnected(conn: NetworkConnection, reader: NetworkReader) {
		Debug.Log("Disconnected from server");
	}
	public function OnError(conn: NetworkConnection, reader: NetworkReader) {
		var errorMsg: SystemErrorMessage = reader.SmartRead.<SystemErrorMessage>();
		Debug.Log("Error connecting with code " + errorMsg.errorCode);
	}
	public function Start() {
		myClient = NetworkClient.Instance;
		myClient.RegisterHandler(MsgType.SYSTEM_CONNECT, OnConnected);
		myClient.RegisterHandler(MsgType.SYSTEM_DISCONNECT, OnDisconnected);
		myClient.RegisterHandler(MsgType.SYSTEM_ERROR, OnError);
		myClient.Connect("127.0.0.1", 8888);
	}
}