in UnityProject/Assets/Scripts/Client/NetworkClient.cs [82:110]
private bool TryConnect()
{
try
{
//Connect with matchmaking info
Debug.Log("Connect..");
Debug.Log(this.gameSessionInfo.publicIP);
Debug.Log(this.gameSessionInfo.port);
this.client = new TcpClient();
var result = client.BeginConnect(this.gameSessionInfo.publicIP, this.gameSessionInfo.port, null, null);
var success = result.AsyncWaitHandle.WaitOne(TimeSpan.FromSeconds(2));
if (!success)
{
throw new Exception("Failed to connect.");
}
client.NoDelay = true; // Use No Delay to send small messages immediately. UDP should be used for even faster messaging
Debug.Log("Done");
return true;
}
catch (Exception e)
{
Debug.Log(e.Message);
client = null;
return false;
}
}