Unity Networking:当我调用NetworkManager.singleton.StopClient()函数

时间:2017-09-11 19:01:52

标签: c# unity3d networking stack-overflow unity3d-unet

所以基本上,我想做的就是在用户按下按钮时断开连接。 我添加了NetworkManager.singleton.StopClient();我的customNetworkManager脚本上的函数,它继承自NetworkManager类。 但每当我按下按钮断开播放器,团结就会停止响应。 有人在另一篇文章中说,在执行函数时,单元可能会陷入while循环

所以这是我的剧本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using UnityEngine.UI;

public class customNetworkManager : NetworkManager {
UIManager UImanager;
void Start()
{
    UImanager = gameObject.GetComponent<UIManager> ();
}
public void SelectedWan(){
    NetworkManager.singleton.StartMatchMaker();
    UImanager.showWAN ();
}
public void StartHost()
{
    Setport ();
    NetworkManager.singleton.StartHost ();
    UImanager.showGameOn ();
    UImanager.showIPAddress ();
}
public void JoinGame()
{
    string ip = GameObject.Find ("ipfield").transform.Find ("Text").GetComponent<Text> ().text;
    if (ip == "")
        return;
    setip (ip);
    Setport ();
    NetworkManager.singleton.StartClient ();
    UImanager.showGameOn ();
}
//call this method to request a match to be created on the server
public void CreateInternetMatch()
{
    string matchName= GameObject.Find ("roomName").transform.Find ("Text").GetComponent<Text> ().text;
    if (matchName == "")
        return;
    NetworkManager.singleton.matchMaker.CreateMatch(matchName, 2, true, "", "", "", 0, 0, OnInternetMatchCreate);
}

public void FindInternetMatch()
{
    string matchName= GameObject.Find ("roomName").transform.Find ("Text").GetComponent<Text> ().text;
    if (matchName == "")
        return;
    NetworkManager.singleton.matchMaker.ListMatches(0, 10, matchName, true, 0, 0, OnInternetMatchList);
}

private void OnInternetMatchCreate(bool success, string extendedInfo, MatchInfo matchInfo)
{
    if (success)
    {
        //Debug.Log("Create match succeeded");

        MatchInfo hostInfo = matchInfo;
        NetworkServer.Listen(hostInfo, 9000);

        NetworkManager.singleton.StartHost(hostInfo);
        UImanager.showGameOn ();
    }
    else
    {
        Debug.LogError("Create match failed");
    }
}
public void disconnect(){
    Network.Disconnect ();
    if (GameObject.FindGameObjectWithTag ("localPlayer").GetComponent<WizardScriptNet> ().isServer) {
        print ("host");
        NetworkManager.singleton.StopHost();
    } else {
        print ("client");
        NetworkManager.singleton.StopClient();
    }

}

//call this method to find a match through the matchmaker

//this method is called when a list of matches is returned
private void OnInternetMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> matches)
{
    if (success)
    {
        if (matches.Count != 0)
        {
            //Debug.Log("A list of matches was returned");

            //join the last server (just in case there are two...)
            NetworkManager.singleton.matchMaker.JoinMatch(matches[matches.Count - 1].networkId, "", "", "", 0, 0, OnJoinInternetMatch);

        }
        else
        {
            Debug.Log("No matches in requested room!");
        }
    }
    else
    {
        Debug.LogError("Couldn't connect to match maker");
    }
}

//this method is called when your request to join a match is returned
private void OnJoinInternetMatch(bool success, string extendedInfo, MatchInfo matchInfo)
{
    if (success)
    {
        //Debug.Log("Able to join a match");

        MatchInfo hostInfo = matchInfo;
        NetworkManager.singleton.StartClient(hostInfo);
        UImanager.showGameOn ();
    }
    else
    {
        Debug.LogError("Join match failed");
    }
}

void Setport ()
{
    NetworkManager.singleton.networkPort = 7777;
}

void setip(string Address)
{
    NetworkManager.singleton.networkAddress = Address;
}

}

1 个答案:

答案 0 :(得分:0)

我刚遇到这个问题而且很失望没有答案。我发现因为我在托管时试图调用StopClient(),所以我需要调用StopHost()。

我创建了这个小块来调用适当的函数,具体取决于我是主机,服务器还是客户端:

NetworkIdentity networkIdentity = GetComponent<NetworkIdentity>();
NetworkManager networkManager = NetworkManager.singleton;

if (networkIdentity.isServer && networkIdentity.isClient) {
    networkManager.StopHost ();
} else if (networkIdentity.isServer) {
    networkManager.StopServer();
} else {
    networkManager.StopClient();
}
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