Unity3D Network ReadMessage -


how check error if client trying connect absent server?

my code!

//server  void start () {  networkserver.listen(13044); }  //client networkclient thisclient = new networkclient (); thisclient.connect ("127.0.0.1", 13044);   thisclient.registerhandler(msgtype.error, errortest); thisclient.registerhandler (msgtype.disconnect, dctest);    void errortest(networkmessage netmsg){ var errormsg = netmsg.readmessage<errormessage>();   debug.log("error:" + errormsg.errorcode);}    void dctest(networkmessage netmsg){   //if run client while server not present, goes here instead of errortest  } 

you using readmessage errormessage, errormessage valid in error messages (onerror).

your dctest function triggered on disconnection, not on error.

disconnect special msgtype (see https://docs.unity3d.com/scriptreference/networking.msgtype.html) (if remember) doesn't contain data.

so answer question : have result. in netmsg.

https://docs.unity3d.com/manual/unetmessages.html

the readmessage function used own networkmessages, when wand send/read custom data.


Comments

Popular posts from this blog

javascript - Clear button on addentry page doesn't work -

c# - Selenium Authentication Popup preventing driver close or quit -

tensorflow when input_data MNIST_data , zlib.error: Error -3 while decompressing: invalid block type -