Server Hosting Code
So you may have looked at the
MultiplayerMenu.cs file and noticed there is a lot of amazing useful code samples there, but sometimes all that code can be a bit overwhelming and How do I start a server? is all you want to know. Below is a sample of how to start a UDP Server and a TCP Server.
int maxAllowedClients = 32; UDPServer server = new UDPServer(maxAllowedClients); server.Connect();
int maxAllowedClients = 32; TCPServer server = new TCPServer(maxAllowedClients); server.Connect();
It is worth noting that both
TCPServer implement the
IServer interface and derive from the
NetWorker. So there are many casting and generic options to choose from. There are arguments that go into the
Connect methods of these types, but they are for the Master Server and Nat Server.
Assigning to Network Manager
Hard to believe?, Yes that is all the code you need to start up a server, now there is one more important piece of business we must complete. Since this server is most likely going to be the main communication
NetWorker with the clients and the game, you are probably going to want to set it up as the default
NetWorker for the
NetworkManager to use. You can do this with the following:
// The server object is the same object from the above code samples NetworkManager.Instance.Initialize(server);
By doing this, the passed in server will be the
NetWorker that is used for all communication managed by the
NetworkManager. This includes spawning objects, RPC calls on those objects, scene transitions and so forth.