unity3d-opencog-game
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[Enhancement] Throw an error to explain InterNetwork
Right now our asynchronous socket is defined as such:
//NOTE: This InterNetwork flag is probably why our game and embodiment machines must be
//on the same network in order to detect one another.
//TODO [Task]: if we checked out our IP address ahead of time we could see if it was on
//the same network as us and throw a message about it.
Socket asyncSocket = new
Socket
(AddressFamily.InterNetwork
, SocketType.Stream
, ProtocolType.Tcp
);
In order to make sure that we let our users know why a connection might have failed, we should write a little IP comparison to guess whether the computers are on the same network (does everything before the last '.' match up? XD) and print a Warning Message to give them information if they're seeing everything go Kablooey.