Closed tr00p3r closed 9 years ago
The unity/android defines are completely community driven - if you find the solution to this problem, please post back here and I will incorporate it.
Requires a new PlatformUnity.cs file with specific unity code.
I got it working on Android, testing OSX shortly.
PlatformWin32 needs something to stop it compiling on Unity...
I use this:
Then create a PlatformUnity.cs with this:
using System; using System.Collections.Generic; using System.Net; using System.Security.Cryptography;
namespace Lidgren.Network { public static partial class NetUtility { private static byte[] s_randomMacBytes;
static NetUtility()
{
s_randomMacBytes = new byte[8];
MWCRandom.Instance.NextBytes(s_randomMacBytes);
}
[CLSCompliant(false)]
public static ulong GetPlatformSeed(int seedInc)
{
ulong seed = (ulong)Environment.TickCount + (ulong)seedInc;
return seed ^ ((ulong)(new object().GetHashCode()) << 32);
}
/// <summary>
/// Gets my local IPv4 address (not necessarily external) and subnet mask
/// </summary>
public static IPAddress GetMyAddress(out IPAddress mask)
{
mask = null;
try
{
if (!(UnityEngine.Application.internetReachability == UnityEngine.NetworkReachability.NotReachable))
return null;
return IPAddress.Parse(UnityEngine.Network.player.externalIP);
}
catch // Catch Access Denied errors
{
return null;
}
}
public static byte[] GetMacAddressBytes()
{
return s_randomMacBytes;
}
public static void Sleep(int milliseconds)
{
System.Threading.Thread.Sleep(milliseconds);
}
public static IPAddress GetBroadcastAddress()
{
return IPAddress.Broadcast;
}
public static IPAddress CreateAddressFromBytes(byte[] bytes)
{
return new IPAddress(bytes);
}
private static readonly SHA1 s_sha = SHA1.Create();
public static byte[] ComputeSHAHash(byte[] bytes, int offset, int count)
{
return s_sha.ComputeHash(bytes, offset, count);
}
}
public static partial class NetTime
{
private static readonly long s_timeInitialized = Environment.TickCount;
/// <summary>
/// Get number of seconds since the application started
/// </summary>
public static double Now { get { return (double)((uint)Environment.TickCount - s_timeInitialized) / 1000.0; } }
}
}
I still need time to test on iOS but I'll check that out during the week,
Actually... ignore that. I'll let you know when I'm happy with it :)
Unity-specific changes to GetMyAddress incorporated in PlatformConstrained.cs
I compiled my working (Unity Windows) to Android and I receive this error:
I cannot add the define ANDROID as I need a replacement for this line of code:
Android.Net.Wifi.WifiManager wifi = (Android.Net.Wifi.WifiManager)Android.App.Application.Context.GetSystemService(Android.App.Activity.WifiService);
04-28 02:34:30.886: D/Unity(1350): Unable to lookup library path for 'libc', native render plugin support disabled. 04-28 02:34:30.886: E/Unity(1350): Unable to find libc 04-28 02:34:30.890: D/Unity(1350): Unable to lookup library path for 'libc', native render plugin support disabled. 04-28 02:34:30.890: E/Unity(1350): Unable to find libc 04-28 02:34:30.894: D/Unity(1350): Unable to lookup library path for 'libc', native render plugin support disabled. 04-28 02:34:30.894: E/Unity(1350): Unable to find libc 04-28 02:34:30.898: D/Unity(1350): Unable to lookup library path for 'libc', native render plugin support disabled. 04-28 02:34:30.898: E/Unity(1350): Unable to find libc 04-28 02:34:30.998: I/Unity(1350): NullReferenceException: Object reference not set to an instance of an object 04-28 02:34:30.998: I/Unity(1350): at Lidgren.Network.NetPeer.InitializeNetwork () [0x000df] in C:\Users\David\Documents\LidgrenTest\Assets\Lidgren.Network\Lidgren.Network\NetPeer.Internal.cs:188 04-28 02:34:30.998: I/Unity(1350): at Lidgren.Network.NetPeer.Start () [0x0005f] in C:\Users\David\Documents\LidgrenTest\Assets\Lidgren.Network\Lidgren.Network\NetPeer.cs:151 04-28 02:34:30.998: I/Unity(1350): at Lidgren.MatchMaking.Client..ctor (System.String name, System.String masterServerKey, System.String masterServerIP, Int32 masterServerPort) [0x001df] in C:\Users\David\Documents\LidgrenTest\Assets\Lidgren.MM\MatchMaking.cs:83 04-28 02:34:30.998: I/Unity(1350): at MultiplayerTest+c__Iterator1.MoveNext () [0x00031] in C:\Users\David\Documents\LidgrenTest\Assets\MultiplayerTest.cs:17