So basically, all i want to do is to disconnect a user when he presses a button. I've added the NetworkManager.singleton.StopClient(); function on my customNetworkManager script, which inherits from the NetworkManager class. But whenever I press the button to disconnect the player, unity stops responding. Someone said on another post that maybe unit gets stuck in a while loop while executing the function
So here is my Script:
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;
}
}
I just ran into this problem and was disappointed there were no answers. I found out that since I was trying to call StopClient() while hosting, I needed to call StopHost() instead.
I created this little block to call the appropriate function depending on if I am the Host, Server, or Client: