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Broadcast not received in Client-Unet

Discussion in 'UNet' started by Suraksha226, Jul 25, 2019.

  1. Suraksha226

    Suraksha226

    Joined:
    May 24, 2018
    Posts:
    7
    I am using unet for client-server communication, when i broadcast a message from server(on PC) to client(on PC) it works fine but when i try the same from server(PC) to client(Hololens emulator) unet doesn't work.

    NetClient.cs

    Code (CSharp):
    1. public override void OnReceivedBroadcast(string fromAddress, string data)
    2.    {
    3.        fromAddress1 = fromAddress;
    4.        portnum = data;
    5.        Connect_with_server();
    6.    }
    7. void Connect_with_server()
    8.    {
    9.            myclient = new NetworkClient();
    10.            myclient.RegisterHandler(MsgType.Connect, OnConnected);
    11.            myclient.RegisterHandler(MsgType.Disconnect, OnDisconnected);
    12.            myclient.RegisterHandler(ChatMsg.PlayPauseID, redgreen_val_received);
    13.            myclient.Connect(fromAddress1, Convert.ToInt32(portnum));
    14.    }
    Server.cs


    Code (CSharp):
    1. void Start()
    2.     {
    3.         startServer();
    4.     }
    5. public void startServer()
    6.     {
    7.         int serverPort = createServer();
    8.         if (serverPort != -1)
    9.         {
    10.             Debug.Log("Server created on port : " + serverPort);
    11.  
    12.             discovery.broadcastData = serverPort.ToString();
    13.             discovery.Initialize();
    14.             discovery.StartAsServer();
    15.         }
    16.         else
    17.         {
    18.             Debug.Log("Failed to create Server");
    19.         }
    20.     }
    21.  
    22.  
    23.     int minPort = 10000;
    24.     int maxPort = 10010;
    25.     int defaultPort = 10000;
    26.     private int createServer()
    27.     {
    28.         int serverPort = -1;
    29.         bool serverCreated = NetworkServer.Listen(defaultPort);
    30.         if (serverCreated)
    31.         {
    32.             serverPort = defaultPort;
    33.         }
    34.         else
    35.         {
    36.             Debug.Log("Failed to create with the default port");
    37.             for (int tempPort = minPort; tempPort <= maxPort; tempPort++)
    38.             {
    39.                 if (tempPort != defaultPort)
    40.                 {
    41.                     if (NetworkServer.Listen(tempPort))
    42.                     {
    43.                         serverPort = tempPort;
    44.                         break;
    45.                     }
    46.                     if (tempPort == maxPort)
    47.                     {
    48.                         Debug.LogError("Failed to create server");
    49.                     }
    50.                 }
    51.             }
    52.         }
    53.         return serverPort;
    54.     }
    55.  
    56.     void OnClientConnected(NetworkMessage netMessage)
    57.     {
    58.         MyNetworkMessage messageContainer = new MyNetworkMessage();
    59.         messageContainer.message = "Thanks for joining Mr.Client!";
    60.         Debug.Log("Client connected: ");
    61.     }
    PS: I have turned on Private network client-server in UWP capability settings and also turned on PrivateNetworkClientServer and InternetClientServer in Player settings.