in GameLiftExampleUnityProject/Assets/Scripts/Client/NetworkClient.cs [99:127]
private bool TryConnect()
{
try
{
//Connect with matchmaking info
Debug.Log("Connect..");
client = new TcpClient(this.matchStatusInfo.IpAddress, this.matchStatusInfo.Port);
client.NoDelay = true; // Use No Delay to send small messages immediately. UDP should be used for even faster messaging
Debug.Log("Done");
// Send the player session ID to server so it can validate the player
SimpleMessage connectMessage = new SimpleMessage(MessageType.Connect, this.matchStatusInfo.PlayerSessionId);
this.SendMessage(connectMessage);
return true;
}
catch (ArgumentNullException e)
{
Debug.Log(e.Message);
client = null;
return false;
}
catch (SocketException e) // server not available
{
Debug.Log(e.Message);
client = null;
return false;
}
}