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TNet 3 Support / [UNSOLVED] Sending a message back and forth not working
« on: February 18, 2015, 09:58:53 AM »
I am stuck with sending messages back and forth...
My Goal Is:
Client connects to server(No Lobby)( OnNetworkConnect returns True )
On client connection send message from client to server ( Not Working )
On message receive send back message to client ( Not Working )
The FromClient() in the server script does not get triggered
Unity Server Project:
Attached scripts to empty GameObject:
NetworkManager
TNOObject
Unity Client Project:
Attached scripts to empty GameObject:
NetworkManager
TNManager
TNObject
My Goal Is:
Client connects to server(No Lobby)( OnNetworkConnect returns True )
On client connection send message from client to server ( Not Working )
On message receive send back message to client ( Not Working )
The FromClient() in the server script does not get triggered
Unity Server Project:
Attached scripts to empty GameObject:
NetworkManager
TNOObject
- using UnityEngine;
- using System.Collections;
- using TNet;
- public class NetworkManager : MonoBehaviour
- {
- TNObject tnoObject;
- private void Start( )
- {
- TNServerInstance.Start( xxx1, xxx2 );
- tnoObject = GetComponent<TNObject>( );
- }
- private void Update( )
- {
- }
- [RFC] void FromClient( string myString, int playerID )
- {
- Debug.Log( "From Client: " + myString );
- Player p = TNManager.GetPlayer( playerID );
- // tried p, p.id, p.data
- tnoObject.Send( "FromServer", p.id, "TestFromServer" );
- }
- private void OnNetworkConnect( bool success, string message )
- {
- Debug.Log( ">> OnNetworkConnect " + ( success+" <> "+ message ).ToString() );
- }
- private void OnNetworkDisconnect( )
- {
- Debug.Log( ">> OnNetworkDisconnect " );
- }
- }
Unity Client Project:
Attached scripts to empty GameObject:
NetworkManager
TNManager
TNObject
- using UnityEngine;
- using System.Collections;
- using TNet;
- public class NetworkManager : MonoBehaviour
- {
- TNObject tnoObject;
- private void Start( )
- {
- TNManager.Connect( "xx.xx.xx.xx:xxx1" );
- tnoObject = GetComponent<TNObject>( );
- }
- private void Update( )
- {
- if( TNManager.isConnected )
- {
- tnoObject.Send( "FromClient", Target.Host, "TestFromClient", TNManager.playerID );
- }
- }
- private void OnNetworkConnect( bool success, string message )
- {
- Debug.Log( ">> OnNetworkConnect " + ( success+" <> "+ message ).ToString() );
- }
- [RFC] void FromServer( string myString )
- {
- Debug.Log( "From Server: " + myString );
- }
- }