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charlesonunze

charlesonunze

@charlesonunze

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Joined 24 Jul 2018, 15:10 Last Online 31 Jul 2018, 10:33

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Posts made by charlesonunze

Cant get Unity client to connect to server

Hi, I am trying to build a chat system with unity3d but I can't seem to get client to join the room.

What am I doing wrong?

Here is my code:
`

  using UnityEngine;
  using System.Collections;
  using System.Collections.Generic;
  using System;
  using Colyseus;
  using UnityEngine.UI;

  using GameDevWare.Serialization;
  using GameDevWare.Serialization.MessagePack;

  public class ColyseusClient : MonoBehaviour {

    Client client;
    Room room;

    public InputField input;
    public Button button;

    public string serverName = "localhost";
    public string port = "8080";
    public string roomName = "chat";

    // map of players
    Dictionary<string, GameObject> players = new Dictionary<string, GameObject>();

    // Use this for initialization
    IEnumerator Start () {
      String uri = "ws://" + serverName + ":" + port;
      Debug.Log (uri);
      client = new Client(uri);
      client.OnOpen += OnOpenHandler;
      client.OnClose += OnCloseHandler;

      Debug.Log ("Let's connect the client!");
      yield return StartCoroutine(client.Connect());

      Debug.Log ("Let's join the room!");

      room = client.Join(roomName, new Dictionary<string, object>() {
        { "create", true }
      });

      room.OnReadyToConnect += (sender, e) => {
        Debug.Log("Ready to connect to room!");
        StartCoroutine (room.Connect ());
      };

      room.OnJoin += OnRoomJoinHandler;
      room.OnMessage += OnMessageHandler;

    }

    void OnOpenHandler (object sender, EventArgs e) {
      Debug.Log("Connected to server. Client id: " + client.id);
    }

    void OnCloseHandler (object sender, EventArgs e) {
      Debug.Log ("Connection closed");
    }

    void OnRoomJoinHandler (object sender, EventArgs e) {
      Debug.Log("Joined room successfully.");
    }

    void OnMessageHandler (object sender, MessageEventArgs e) {
      var message = (IndexedDictionary<string, object>) e.message;
      Debug.Log(e.message);
    }


    void OnApplicationQuit() {
      // Make sure client will disconnect from the server
      room.Leave ();
      client.Close ();
    }
  }

`

posted in Questions & Help • 25 Jul 2018, 14:38

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