I done this according to Xamarin documentation, just copy-pasted a code.
So, in App.xaml.cs I have a code like this:
public partial class App : Application
{
public App()
{
InitializeComponent();
MainPage = new NavigationPage(new MainPage());
}
protected override void OnStart()
{
if (!CheckPermisions())
{
AbortApp(3, "Missing required permissions!");
return ;
}
}
//[...]
public bool CheckPermisions()
{
Task<bool> v = performCheckPermisions();
if (v.Result)
initAppFolders();
return v.Result;
}
protected async Task<bool> performCheckPermisions()
{
// storage read
PermissionStatus status = await Xamarin.Essentials.Permissions.CheckStatusAsync<Permissions.StorageRead>();
if (status == PermissionStatus.Denied)
{
this.Context.ToLogger(EAppLogLevel.Warning, string.Format(" ! StorageRead: requesting..."));
status = await Permissions.RequestAsync<Permissions.StorageRead>();
}
if (status == PermissionStatus.Denied)
return false;
// storage write
status = await Xamarin.Essentials.Permissions.CheckStatusAsync<Permissions.StorageWrite>();
if (status == PermissionStatus.Denied)
{
this.Context.ToLogger(EAppLogLevel.Warning, string.Format(" ! StorageWrite: requesting..."));
status = await Permissions.RequestAsync<Permissions.StorageWrite>();
}
if (status == PermissionStatus.Denied)
return false;
return true; // Task.FromResult(true);
}
The problem is - when application started 1st time, so when the OS asks user for permissions it always hangs! :-(
And I do not understand - why?!
How to resolve this problem with hanging on 1st app run?
I tried to debug it but it never returns from await Permissions.RequestAsync<...>() back into debugger! :-
Of course - on OS request I clicked [Allow] in a UI prompt.
Unfortunately, I'm not sure - why it is not returning, it might be bug in VS2019 debugger or it might be bug in Xamarin... or maybe I'm doing something wrong.
Could you please advice?
Please note: I need exactly the blocking/synchronous call to permissions request! Application must stop and confirm if permissions granted. Without permissions - it must not even try to run.
Note: VS 2019 (16.6.5); Xamarin.Forms 4.7.0.1142; Xamarin.Essentials 1.5.3.2 - so, it seems all the latest.
Thanks.
PS.
Also I tried following variants:
Attempt# 1
Task<bool> tsk = performCheckPermisions();
bool result = false;
if (tsk.IsCompleted)
{
this.Context.ToLogger(EAppLogLevel.Info, string.Format(" . CheckPermisions: task completed without waiting..."));
result = tsk.Result;
}
else
{
TaskAwaiter<bool> aw = tsk.GetAwaiter();
int counter = 0;
while (!aw.IsCompleted)
{
Thread.Sleep(330);
counter++;
if ((counter % 10) == 0)
this.Context.ToLogger(EAppLogLevel.Info, string.Format(" . CheckPermisions: still waiting (#{0})...", counter));
if (counter > 100)
{
AbortApp(99, "Permissions were not comfirmed!");
return false;
}
}
result = aw.GetResult();
}
It simply hang because nor tsk.IsCompleted, nor aw.IsCompleted never became true despite user clicks to [Allow] button.
Attempt# 2
var task = Task.Run(async () => await performCheckPermisions());
if (task.IsFaulted && task.Exception != null)
{
throw task.Exception;
}
bool result = task.Result;
this.Context.ToLogger(EAppLogLevel.Info, string.Format(" ? CheckPermisions: {0}", result));
It reported System.AggregateException exception: Message=One or more errors occurred. (Permission request must be invoked on main thread.); Source=mscorlib.
Attempt# 3
bool result = false;
this.isCompleted = false;
MainThread.BeginInvokeOnMainThread(
async () => {
result = await performCheckPermisions();
this.isCompleted = true;
}
);
int counter = 0;
while (!this.isCompleted)
{
Thread.Sleep(330);
counter++;
if ((counter % 10) == 0)
this.Context.ToLogger(EAppLogLevel.Info, string.Format(" . CheckPermisions: still waiting (#{0})...", counter));
if (counter > 100)
{
AbortApp(99, "Permissions were not comfirmed within specified timeout!");
return false;
}
}
It simply hang. It seems there is bug in Xamarin - the await Permissions.RequestAsync<>() call never return back to application!
Below is the edited code. If you saw an earlier version then you saw it had problems. First entry so am new at this. *
I tried many things to get the permissions but it always hung the App, even with the awaits.
I wanted to put the permission requests as close to where the user required them (As recommended) and not abort the App. This is what I finally came up with:
Creating a permission interface in the Xamarin Forms project
Creating an Android implementation of the permissions in the Xamarin Forms Android project
Registered permission as dependency service in the Android Activity before loading the Forms App
In my WIFI Content page I created an async method that checks permission by calling the registered Dependency service
When I click on WIFI page scan button, it calls the async method to see if the user needs to give permission before continuing
Works like a charm.
The only caveat is that if the user selects 'Don't ask again' he will have to set location services manually. Not sure how I can tell the user since the permissions always only return Denied status. He will get a dialog informing him of insufficient permissions but no OS dialog allowing him to request permissions (Duh, because he said that that he did not want to see them)
The permissions Interface in the Xamarin Forms project
public interface ILocationWhileInUsePermission {
Task<PermissionStatus> CheckStatusAsync();
Task<PermissionStatus> RequestAsync();
}
Implementation on Xamarin Forms Android side
public class LocationWhileInUsePermission : Xamarin.Essentials.Permissions.BasePlatformPermission, ILocationWhileInUsePermission {
public override (string androidPermission, bool isRuntime)[]
RequiredPermissions => new List<(string androidPermission, bool isRuntime)> {
(Android.Manifest.Permission.AccessFineLocation, true),
(Android.Manifest.Permission.AccessCoarseLocation, true),
(Android.Manifest.Permission.AccessWifiState, true),
(Android.Manifest.Permission.ChangeWifiState, true)
}.ToArray();
}
Register in the Activity.cs OnCreate before load of the App
DependencyService.Register<ILocationWhileInUsePermission, LocationWhileInUsePermission>();
LoadApplication(new App(DI.Wrapper));
In the Wifi Page create functions to invoke permissions from DependencyService and to set results
private bool permissionsGranted = false;
private async Task SetAreGranted(bool granted) {
await Task.Run(() => this.permissionsGranted = granted);
}
public async Task<bool> GetIsGranted() {
return await Task<bool>.Run(() => { return this.permissionsGranted; });
}
public async Task<bool> ChkWifiPermissions() {
try {
await this.SetAreGranted(false);
var wifiPermissions =
DependencyService.Get<ILocationWhileInUsePermission>();
var status = await wifiPermissions.CheckStatusAsync();
if (status != PermissionStatus.Granted) {
status = await wifiPermissions.RequestAsync();
if (status != PermissionStatus.Granted) {
return await this.GetIsGranted();
}
}
await this.SetAreGranted(true);
}
catch (Exception) {
return await this.GetIsGranted();
}
return await this.GetIsGranted();
}
On my WIFI Content Page, on the button click event I call the async method
private void btnDiscover_Clicked(object sender, EventArgs e) {
Device.BeginInvokeOnMainThread(async () => {
if (await this.ChkWifiPermissions()) {
this.btnSelect.IsVisible = false;
this.ResetWifiList(new List<WifiNetworkInfo>());
this.activity.IsRunning = true;
App.Wrapper.WifiDiscoverAsync();
}
else {
this.OnErr("Insufficient permissions to continue");
}
});
}
Just to add a variance to my WIFI permissions check on WIFI scan button, here is a variance that aborts on App start. It works but I prefer the one that requests closer to the usage of the permission.
This works and never hangs the App. Still the problem if the user has requested not to be asked again.
Start by declaring service interfaces in the Xamarin Forms project to close the App, and another to check and request permissions
public interface ICloseApplication {
void CloseApp();
}
public interface ILocationWhileInUsePermission {
Task<PermissionStatus> CheckStatusAsync();
Task<PermissionStatus> RequestAsync();
}
Then add Android OS implmentations in the Xamarin Forms Android project
public class AndroidCloseApp : ICloseApplication {
public void CloseApp() {
Android.OS.Process.KillProcess(Android.OS.Process.MyPid());
}
}
public class LocationWhileInUsePermission : Xamarin.Essentials.Permissions.BasePlatformPermission, ILocationWhileInUsePermission {
public override (string androidPermission, bool isRuntime)[]
RequiredPermissions => new List<(string androidPermission, bool isRuntime)> {
(Android.Manifest.Permission.AccessFineLocation, true),
(Android.Manifest.Permission.AccessCoarseLocation, true),
(Android.Manifest.Permission.AccessWifiState, true),
(Android.Manifest.Permission.ChangeWifiState, true)
}.ToArray();
}
Register the Services in the Xamarin Forms Android project MainActivity.OnCreate(). BTW, the DI.Wrapper has the results from my dependency injector, with common and OS specific code
DependencyService.Register<ILocationWhileInUsePermission, LocationWhileInUsePermission>();
DependencyService.Register<ICloseApplication, AndroidCloseApp>();
LoadApplication(new App(DI.Wrapper));
Then in the Xamarin Forms project, in the App.OnStart() override method call an async method to request permissions and abort if necessary
protected override void OnStart() {
// This will abort the app at the start if the WIFI permissions are not given
Device.BeginInvokeOnMainThread(async () => {
if (!await this.CheckPermissions()) {
ICloseApplication closeApp = DependencyService.Get<ICloseApplication>();
await Application.Current.MainPage.DisplayAlert(
App.GetText(MsgCode.Error),
"Insufficient permissions",
App.GetText(MsgCode.Ok));
closeApp.CloseApp();
}
});
}
private async Task<bool> CheckPermissions() {
ILocationWhileInUsePermission wifiPermissions =
DependencyService.Get<ILocationWhileInUsePermission>();
PermissionStatus status = await wifiPermissions.CheckStatusAsync();
if (status != PermissionStatus.Granted) {
status = await wifiPermissions.RequestAsync();
}
return status == PermissionStatus.Granted;
}
As Cheesebaron mentioned, you always want to use await when dealing with a Task. You can modify your example like so:
public partial class App : Application
{
public App()
{
InitializeComponent();
MainPage = new NavigationPage(new MainPage());
}
protected override async void OnStart()
{
bool result = await CheckPermisions()
if (!result)
{
AbortApp(3, "Missing required permissions!");
return ;
}
}
//[...]
public async Task<bool> CheckPermisions()
{
bool v = await performCheckPermisions();
if (v)
initAppFolders();
return v;
}
protected async Task<bool> performCheckPermisions()
{
// storage read
PermissionStatus status = await Xamarin.Essentials.Permissions.CheckStatusAsync<Permissions.StorageRead>();
if (status == PermissionStatus.Denied)
{
this.Context.ToLogger(EAppLogLevel.Warning, string.Format(" ! StorageRead: requesting..."));
status = await Permissions.RequestAsync<Permissions.StorageRead>();
}
if (status == PermissionStatus.Denied)
return false;
// storage write
status = await Xamarin.Essentials.Permissions.CheckStatusAsync<Permissions.StorageWrite>();
if (status == PermissionStatus.Denied)
{
this.Context.ToLogger(EAppLogLevel.Warning, string.Format(" ! StorageWrite: requesting..."));
status = await Permissions.RequestAsync<Permissions.StorageWrite>();
}
if (status == PermissionStatus.Denied)
return false;
return true; // Task.FromResult(true);
}
}
I have a network call to be executed. But before doing that I need to check whether the device have internet connectivity.
This is what i have done so far:
var connectivityResult = new Connectivity().checkConnectivity();// User defined class
if (connectivityResult == ConnectivityResult.mobile ||
connectivityResult == ConnectivityResult.wifi) {*/
this.getData();
} else {
neverSatisfied();
}
Above method is not working.
The connectivity plugin states in its docs that it only provides information if there is a network connection, but not if the network is connected to the Internet
Note that on Android, this does not guarantee connection to Internet. For instance, the app might have wifi access but it might be a VPN or a hotel WiFi with no access.
You can use
import 'dart:io';
...
try {
final result = await InternetAddress.lookup('example.com');
if (result.isNotEmpty && result[0].rawAddress.isNotEmpty) {
print('connected');
}
} on SocketException catch (_) {
print('not connected');
}
Update
The connectivity package is deprecated. Use the official Flutter Community connectivity_plus package instead.
For anyone else who lands here I'd like to add on to Günter Zöchbauer's answer this was my solution for implementing a utility to know if there's internet or not regardless of anything else.
Disclaimer:
I'm new to both Dart and Flutter so this may not be the best approach, but would love to get feedback.
Combining flutter_connectivity and Günter Zöchbauer's connection test
My requirements
I didn't want to have a bunch of repeated code anywhere I needed to check the connection and I wanted it to automatically update components or anything else that cared about the connection whenever there was a change.
ConnectionStatusSingleton
First we setup a Singleton. If you're unfamiliar with this pattern there's a lot of good info online about them. But the gist is that you want to make a single instance of a class during the application life cycle and be able to use it anywhere.
This singleton hooks into flutter_connectivity and listens for connectivity changes, then tests the network connection, then uses a StreamController to update anything that cares.
It looks like this:
import 'dart:io'; //InternetAddress utility
import 'dart:async'; //For StreamController/Stream
import 'package:connectivity/connectivity.dart';
class ConnectionStatusSingleton {
//This creates the single instance by calling the `_internal` constructor specified below
static final ConnectionStatusSingleton _singleton = new ConnectionStatusSingleton._internal();
ConnectionStatusSingleton._internal();
//This is what's used to retrieve the instance through the app
static ConnectionStatusSingleton getInstance() => _singleton;
//This tracks the current connection status
bool hasConnection = false;
//This is how we'll allow subscribing to connection changes
StreamController connectionChangeController = new StreamController.broadcast();
//flutter_connectivity
final Connectivity _connectivity = Connectivity();
//Hook into flutter_connectivity's Stream to listen for changes
//And check the connection status out of the gate
void initialize() {
_connectivity.onConnectivityChanged.listen(_connectionChange);
checkConnection();
}
Stream get connectionChange => connectionChangeController.stream;
//A clean up method to close our StreamController
// Because this is meant to exist through the entire application life cycle this isn't
// really an issue
void dispose() {
connectionChangeController.close();
}
//flutter_connectivity's listener
void _connectionChange(ConnectivityResult result) {
checkConnection();
}
//The test to actually see if there is a connection
Future<bool> checkConnection() async {
bool previousConnection = hasConnection;
try {
final result = await InternetAddress.lookup('google.com');
if (result.isNotEmpty && result[0].rawAddress.isNotEmpty) {
hasConnection = true;
} else {
hasConnection = false;
}
} on SocketException catch(_) {
hasConnection = false;
}
//The connection status changed send out an update to all listeners
if (previousConnection != hasConnection) {
connectionChangeController.add(hasConnection);
}
return hasConnection;
}
}
Usage
Initialization
First we have to make sure we call the initialize of our singleton. But only once.
This parts up to you but I did it in my app's main():
void main() {
ConnectionStatusSingleton connectionStatus = ConnectionStatusSingleton.getInstance();
connectionStatus.initialize();
runApp(MyApp());
//Call this if initialization is occuring in a scope that will end during app lifecycle
//connectionStatus.dispose();
}
In Widget or elsewhere
import 'dart:async'; //For StreamSubscription
...
class MyWidgetState extends State<MyWidget> {
StreamSubscription _connectionChangeStream;
bool isOffline = false;
#override
initState() {
super.initState();
ConnectionStatusSingleton connectionStatus = ConnectionStatusSingleton.getInstance();
_connectionChangeStream = connectionStatus.connectionChange.listen(connectionChanged);
}
void connectionChanged(dynamic hasConnection) {
setState(() {
isOffline = !hasConnection;
});
}
#override
Widget build(BuildContext ctxt) {
...
}
}
Hope somebody else finds this useful!
Example github repo: https://github.com/dennmat/flutter-connectiontest-example
Toggle airplane mode in the emulator to see the result
Null Safe code:
One time check:
Create this method:
Future<bool> hasNetwork() async {
try {
final result = await InternetAddress.lookup('example.com');
return result.isNotEmpty && result[0].rawAddress.isNotEmpty;
} on SocketException catch (_) {
return false;
}
}
Usage:
bool isOnline = await hasNetwork();
Setting up a listener:
Add the following dependency to your pubspec.yaml file.
connectivity_plus: ^2.0.2
Full code:
void main() => runApp(MaterialApp(home: HomePage()));
class HomePage extends StatefulWidget {
#override
_HomePageState createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
Map _source = {ConnectivityResult.none: false};
final MyConnectivity _connectivity = MyConnectivity.instance;
#override
void initState() {
super.initState();
_connectivity.initialise();
_connectivity.myStream.listen((source) {
setState(() => _source = source);
});
}
#override
Widget build(BuildContext context) {
String string;
switch (_source.keys.toList()[0]) {
case ConnectivityResult.mobile:
string = 'Mobile: Online';
break;
case ConnectivityResult.wifi:
string = 'WiFi: Online';
break;
case ConnectivityResult.none:
default:
string = 'Offline';
}
return Scaffold(
body: Center(child: Text(string)),
);
}
#override
void dispose() {
_connectivity.disposeStream();
super.dispose();
}
}
class MyConnectivity {
MyConnectivity._();
static final _instance = MyConnectivity._();
static MyConnectivity get instance => _instance;
final _connectivity = Connectivity();
final _controller = StreamController.broadcast();
Stream get myStream => _controller.stream;
void initialise() async {
ConnectivityResult result = await _connectivity.checkConnectivity();
_checkStatus(result);
_connectivity.onConnectivityChanged.listen((result) {
_checkStatus(result);
});
}
void _checkStatus(ConnectivityResult result) async {
bool isOnline = false;
try {
final result = await InternetAddress.lookup('example.com');
isOnline = result.isNotEmpty && result[0].rawAddress.isNotEmpty;
} on SocketException catch (_) {
isOnline = false;
}
_controller.sink.add({result: isOnline});
}
void disposeStream() => _controller.close();
}
Screenshot:
Credit to : connectivity_plus and Günter Zöchbauer
I found that just using the connectivity package was not enough to tell if the internet was available or not. In Android it only checks if there is WIFI or if mobile data is turned on, it does not check for an actual internet connection . During my testing, even with no mobile signal ConnectivityResult.mobile would return true.
With IOS my testing found that the connectivity plugin does correctly detect if there is an internet connection when the phone has no signal, the issue was only with Android.
The solution I found was to use the data_connection_checker package along with the connectivity package. This just makes sure there is an internet connection by making requests to a few reliable addresses, the default timeout for the check is around 10 seconds.
My finished isInternet function looked a bit like this:
Future<bool> isInternet() async {
var connectivityResult = await (Connectivity().checkConnectivity());
if (connectivityResult == ConnectivityResult.mobile) {
// I am connected to a mobile network, make sure there is actually a net connection.
if (await DataConnectionChecker().hasConnection) {
// Mobile data detected & internet connection confirmed.
return true;
} else {
// Mobile data detected but no internet connection found.
return false;
}
} else if (connectivityResult == ConnectivityResult.wifi) {
// I am connected to a WIFI network, make sure there is actually a net connection.
if (await DataConnectionChecker().hasConnection) {
// Wifi detected & internet connection confirmed.
return true;
} else {
// Wifi detected but no internet connection found.
return false;
}
} else {
// Neither mobile data or WIFI detected, not internet connection found.
return false;
}
}
The if (await DataConnectionChecker().hasConnection) part is the same for both mobile and wifi connections and should probably be moved to a separate function. I've not done that here to leave it more readable.
Using
dependencies:
connectivity: ^0.4.2
what we got from resouces is
import 'package:connectivity/connectivity.dart';
Future<bool> check() async {
var connectivityResult = await (Connectivity().checkConnectivity());
if (connectivityResult == ConnectivityResult.mobile) {
return true;
} else if (connectivityResult == ConnectivityResult.wifi) {
return true;
}
return false;
}
Future is little problematic for me, we have to implement it every single time like :
check().then((intenet) {
if (intenet != null && intenet) {
// Internet Present Case
}
// No-Internet Case
});
So to solve this problem i have created a class Which accept a function with boolean isNetworkPresent parameter like this
methodName(bool isNetworkPresent){}
And the Utility Class is
import 'package:connectivity/connectivity.dart';
class NetworkCheck {
Future<bool> check() async {
var connectivityResult = await (Connectivity().checkConnectivity());
if (connectivityResult == ConnectivityResult.mobile) {
return true;
} else if (connectivityResult == ConnectivityResult.wifi) {
return true;
}
return false;
}
dynamic checkInternet(Function func) {
check().then((intenet) {
if (intenet != null && intenet) {
func(true);
}
else{
func(false);
}
});
}
}
And to use connectivity-check utilty
fetchPrefrence(bool isNetworkPresent) {
if(isNetworkPresent){
}else{
}
}
i will use this syntax
NetworkCheck networkCheck = new NetworkCheck();
networkCheck.checkInternet(fetchPrefrence)
I've created a package that (I think) deals reliably with this issue.
The package on pub.dev
The package on GitHub
Discussion is very welcome. You can use the issues tracker on GitHub.
I no longer think this below is a reliable method:
Wanna add something to #Oren's answer: you should really add one more catch, which will catch all other exceptions (just to be safe), OR just remove the exception type altogether and use a catch, that deals with all of the exceptions:
Case 1:
try {
await Firestore.instance
.runTransaction((Transaction tx) {})
.timeout(Duration(seconds: 5));
hasConnection = true;
} on PlatformException catch(_) { // May be thrown on Airplane mode
hasConnection = false;
} on TimeoutException catch(_) {
hasConnection = false;
} catch (_) {
hasConnection = false;
}
or even simpler...
Case 2:
try {
await Firestore.instance
.runTransaction((Transaction tx) {})
.timeout(Duration(seconds: 5));
hasConnection = true;
} catch (_) {
hasConnection = false;
}
I made a base class for widget state
Usage instead of State<LoginPage> use BaseState<LoginPage>
then just use the boolean variable isOnline
Text(isOnline ? 'is Online' : 'is Offline')
First, add connectivity plugin:
dependencies:
connectivity: ^0.4.3+2
Then add the BaseState class
import 'dart:async';
import 'dart:io';
import 'package:flutter/services.dart';
import 'package:connectivity/connectivity.dart';
import 'package:flutter/widgets.dart';
/// a base class for any statful widget for checking internet connectivity
abstract class BaseState<T extends StatefulWidget> extends State {
void castStatefulWidget();
final Connectivity _connectivity = Connectivity();
StreamSubscription<ConnectivityResult> _connectivitySubscription;
/// the internet connectivity status
bool isOnline = true;
/// initialize connectivity checking
/// Platform messages are asynchronous, so we initialize in an async method.
Future<void> initConnectivity() async {
// Platform messages may fail, so we use a try/catch PlatformException.
try {
await _connectivity.checkConnectivity();
} on PlatformException catch (e) {
print(e.toString());
}
// If the widget was removed from the tree while the asynchronous platform
// message was in flight, we want to discard the reply rather than calling
// setState to update our non-existent appearance.
if (!mounted) {
return;
}
await _updateConnectionStatus().then((bool isConnected) => setState(() {
isOnline = isConnected;
}));
}
#override
void initState() {
super.initState();
initConnectivity();
_connectivitySubscription = Connectivity()
.onConnectivityChanged
.listen((ConnectivityResult result) async {
await _updateConnectionStatus().then((bool isConnected) => setState(() {
isOnline = isConnected;
}));
});
}
#override
void dispose() {
_connectivitySubscription.cancel();
super.dispose();
}
Future<bool> _updateConnectionStatus() async {
bool isConnected;
try {
final List<InternetAddress> result =
await InternetAddress.lookup('google.com');
if (result.isNotEmpty && result[0].rawAddress.isNotEmpty) {
isConnected = true;
}
} on SocketException catch (_) {
isConnected = false;
return false;
}
return isConnected;
}
}
And you need to cast the widget in your state like this
#override
void castStatefulWidget() {
// ignore: unnecessary_statements
widget is StudentBoardingPage;
}
Well I read almost all post and #dennmat post is most usedful to me. though it did't work for me and it is outdated too. I have update with flutter updated connectivity package(i.e connectivity_plus) and data_connection_checker(to check whether there is actual internet connection for mobile and wifi).
After this post you will be able to listen for internet connection continuosly.
1. Add dependencies
a) connectivity_plus: ^1.0.6
b) data_connection_checker: ^0.3.4
2. Custom class that handle all the connection.
import 'dart:async';
import 'package:connectivity_plus/connectivity_plus.dart';
import 'package:data_connection_checker/data_connection_checker.dart';
class ConnectionUtil {
//This creates the single instance by calling the `_internal` constructor specified below
static final ConnectionUtil _singleton = new ConnectionUtil._internal();
ConnectionUtil._internal();
//This is what's used to retrieve the instance through the app
static ConnectionUtil getInstance() => _singleton;
//This tracks the current connection status
bool hasConnection = false;
//This is how we'll allow subscribing to connection changes
StreamController connectionChangeController = StreamController();
//flutter_connectivity
final Connectivity _connectivity = Connectivity();
void initialize() {
_connectivity.onConnectivityChanged.listen(_connectionChange);
}
//flutter_connectivity's listener
void _connectionChange(ConnectivityResult result) {
hasInternetInternetConnection();
}
Stream get connectionChange => connectionChangeController.stream;
Future<bool> hasInternetInternetConnection() async {
bool previousConnection = hasConnection;
var connectivityResult = await (Connectivity().checkConnectivity());
//Check if device is just connect with mobile network or wifi
if (connectivityResult == ConnectivityResult.mobile ||
connectivityResult == ConnectivityResult.wifi) {
//Check there is actual internet connection with a mobile network or wifi
if (await DataConnectionChecker().hasConnection) {
// Network data detected & internet connection confirmed.
hasConnection = true;
} else {
// Network data detected but no internet connection found.
hasConnection = false;
}
}
// device has no mobile network and wifi connection at all
else {
hasConnection = false;
}
// The connection status changed send out an update to all listeners
if (previousConnection != hasConnection) {
connectionChangeController.add(hasConnection);
}
return hasConnection;
}
}
Check for connection in anywhere and listen for change.
#override
initState() {
print('called');
//Create instance
ConnectionUtil connectionStatus = ConnectionUtil.getInstance();
//Initialize
connectionStatus.initialize();
//Listen for connection change
_connectionChangeStream = connectionStatus.connectionChange.listen((event) {
print(event);
});
super.initState();
}
Now check the log while toggle flight mode. you should get log with true and false value.
Note: this will not work in flutter web, if you wish to make it work than use dio or http plugin instead of data_connection_checker.
Example Project can be found here. Thanks
I had an issue with the proposed solutions, using lookup does not always return the expected value.
This is due to DNS caching, the value of the call is cached and intead of doing a proper call on the next try it gives back the cached value. Of course this is an issue here as it means if you lose connectivity and call lookup it could still return the cached value as if you had internet, and conversely, if you reconnect your internet after lookup returned null it will still return null for the duration of the cache, which can be a few minutes, even if you do have internet now.
TL;DR: lookup returning something does not necessarily mean you have internet, and it not returning anything does not necessarily mean you don't have internet. It is not reliable.
I implemented the following solution by taking inspiration from the data_connection_checker plugin:
/// If any of the pings returns true then you have internet (for sure). If none do, you probably don't.
Future<bool> _checkInternetAccess() {
/// We use a mix of IPV4 and IPV6 here in case some networks only accept one of the types.
/// Only tested with an IPV4 only network so far (I don't have access to an IPV6 network).
final List<InternetAddress> dnss = [
InternetAddress('8.8.8.8', type: InternetAddressType.IPv4), // Google
InternetAddress('2001:4860:4860::8888', type: InternetAddressType.IPv6), // Google
InternetAddress('1.1.1.1', type: InternetAddressType.IPv4), // CloudFlare
InternetAddress('2606:4700:4700::1111', type: InternetAddressType.IPv6), // CloudFlare
InternetAddress('208.67.222.222', type: InternetAddressType.IPv4), // OpenDNS
InternetAddress('2620:0:ccc::2', type: InternetAddressType.IPv6), // OpenDNS
InternetAddress('180.76.76.76', type: InternetAddressType.IPv4), // Baidu
InternetAddress('2400:da00::6666', type: InternetAddressType.IPv6), // Baidu
];
final Completer<bool> completer = Completer<bool>();
int callsReturned = 0;
void onCallReturned(bool isAlive) {
if (completer.isCompleted) return;
if (isAlive) {
completer.complete(true);
} else {
callsReturned++;
if (callsReturned >= dnss.length) {
completer.complete(false);
}
}
}
dnss.forEach((dns) => _pingDns(dns).then(onCallReturned));
return completer.future;
}
Future<bool> _pingDns(InternetAddress dnsAddress) async {
const int dnsPort = 53;
const Duration timeout = Duration(seconds: 3);
Socket socket;
try {
socket = await Socket.connect(dnsAddress, dnsPort, timeout: timeout);
socket?.destroy();
return true;
} on SocketException {
socket?.destroy();
}
return false;
}
The call to _checkInternetAccess takes at most a duration of timeout to complete (3 seconds here), and if we can reach any of the DNS it will complete as soon as the first one is reached, without waiting for the others (as reaching one is enough to know you have internet). All the calls to _pingDns are done in parallel.
It seems to work well on an IPV4 network, and when I can't test it on an IPV6 network (I don't have access to one) I think it should still work. It also works on release mode builds, but I yet have to submit my app to Apple to see if they find any issue with this solution.
It should also work in most countries (including China), if it does not work in one you can add a DNS to the list that is accessible from your target country.
Following #dennmatt 's answer, I noticed that InternetAddress.lookup may return successful results even if the internet connection is off - I tested it by connecting from my simulator to my home WiFi, and then disconnecting my router's cable. I think the reason is that the router caches the domain-lookup results so it does not have to query the DNS servers on each lookup request.
Anyways, if you use Firestore like me, you can replace the try-SocketException-catch block with an empty transaction and catch TimeoutExceptions:
try {
await Firestore.instance.runTransaction((Transaction tx) {}).timeout(Duration(seconds: 5));
hasConnection = true;
} on PlatformException catch(_) { // May be thrown on Airplane mode
hasConnection = false;
} on TimeoutException catch(_) {
hasConnection = false;
}
Also, please notice that previousConnection is set before the async intenet-check, so theoretically if checkConnection() is called multiple times in a short time, there could be multiple hasConnection=true in a row or multiple hasConnection=false in a row.
I'm not sure if #dennmatt did it on purpose or not, but in our use-case there were no side effects (setState was only called twice with the same value).
The connectivity: package does not guarantee the actual internet connection
(could be just wifi connection without internet access).
Quote from the documentation:
Note that on Android, this does not guarantee connection to Internet. For instance, the app might have wifi access but it might be a VPN or a hotel WiFi with no access.
If you really need to check the connection to the www Internet the better choice would be
data_connection_checker package
use connectivity_widget: ^0.1.7
add dependencies:
dependencies:
connectivity_widget: ^0.1.7
add code:
ConnectivityWidget(
builder: (context, isOnline) => Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
"${isOnline ? 'Connected' : 'Offline'}",
style: TextStyle(
fontSize: 30,
color: isOnline ? Colors.green : Colors.red),
),
],
),
),
)
OUTPUT:
Here Is My Solution It Checks Internet Connectivity as well as Data Connection I hope You Like it.
First of all add dependencies in your pubsec.yaml
dependencies:
data_connection_checker:
And Here Is The main.dart Of My Solution
import 'dart:async';
import 'package:data_connection_checker/data_connection_checker.dart';
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
title: "Data Connection Checker",
home: HomePage(),
);
}
}
class HomePage extends StatefulWidget {
#override
_HomePageState createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
StreamSubscription<DataConnectionStatus> listener;
var Internetstatus = "Unknown";
#override
void initState() {
// TODO: implement initState
super.initState();
// _updateConnectionStatus();
CheckInternet();
}
#override
void dispose() {
// TODO: implement dispose
listener.cancel();
super.dispose();
}
CheckInternet() async {
// Simple check to see if we have internet
print("The statement 'this machine is connected to the Internet' is: ");
print(await DataConnectionChecker().hasConnection);
// returns a bool
// We can also get an enum instead of a bool
print("Current status: ${await DataConnectionChecker().connectionStatus}");
// prints either DataConnectionStatus.connected
// or DataConnectionStatus.disconnected
// This returns the last results from the last call
// to either hasConnection or connectionStatus
print("Last results: ${DataConnectionChecker().lastTryResults}");
// actively listen for status updates
listener = DataConnectionChecker().onStatusChange.listen((status) {
switch (status) {
case DataConnectionStatus.connected:
Internetstatus="Connectd TO THe Internet";
print('Data connection is available.');
setState(() {
});
break;
case DataConnectionStatus.disconnected:
Internetstatus="No Data Connection";
print('You are disconnected from the internet.');
setState(() {
});
break;
}
});
// close listener after 30 seconds, so the program doesn't run forever
// await Future.delayed(Duration(seconds: 30));
// await listener.cancel();
return await await DataConnectionChecker().connectionStatus;
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text("Data Connection Checker"),
),
body: Container(
child: Center(
child: Text("$Internetstatus"),
),
),
);
}
}
I ultimately (though reluctantly) settled on the solution given by #abernee in a previous answer to this question. I always try and use as few external packages in my projects as possible - as I know external packages are the only [ potential ] points of failure in the software I create. So to link to TWO external packages just for a simple implementation like this was not easy for me.
Nevertheless, I took abernee's code and modified it to make it leaner and more sensible. By sensible I mean he consumes the power of the Connectivity package in his function but then wastes it internally by not returning the most valuable outputs from this package ( i.e. the network identification ). So here is the modified version of abernee's solution:
import 'package:connectivity/connectivity.dart';
import 'package:data_connection_checker/data_connection_checker.dart';
// 'McGyver' - the ultimate cool guy (the best helper class any app can ask for).
class McGyver {
static Future<Map<String, dynamic>> checkInternetAccess() async {
//* ////////////////////////////////////////////////////////////////////////////////////////// *//
//* INFO: ONLY TWO return TYPES for Map 'dynamic' value => <bool> and <ConnectivityResult> *//
//* ////////////////////////////////////////////////////////////////////////////////////////// *//
Map<String, dynamic> mapCon;
final String isConn = 'isConnected', netType = 'networkType';
ConnectivityResult conRes = await (Connectivity().checkConnectivity());
switch (conRes) {
case ConnectivityResult.wifi: //* WiFi Network: true !!
if (await DataConnectionChecker().hasConnection) { //* Internet Access: true !!
mapCon = Map.unmodifiable({isConn: true, netType: ConnectivityResult.wifi});
} else {
mapCon = Map.unmodifiable({isConn: false, netType: ConnectivityResult.wifi});
}
break;
case ConnectivityResult.mobile: //* Mobile Network: true !!
if (await DataConnectionChecker().hasConnection) { //* Internet Access: true !!
mapCon = Map.unmodifiable({isConn: true, netType: ConnectivityResult.mobile});
} else {
mapCon = Map.unmodifiable({isConn: false, netType: ConnectivityResult.mobile});
}
break;
case ConnectivityResult.none: //* No Network: true !!
mapCon = Map.unmodifiable({isConn: false, netType: ConnectivityResult.none});
break;
}
return mapCon;
}
}
Then you'd use this static function via a simple call from anywhere in your code as follows:
bool isConn; ConnectivityResult netType;
McGyver.checkInternetAccess().then(
(mapCIA) { //* 'mapCIA' == amalgamation for 'map' from 'CheckInternetAccess' function result.
debugPrint("'mapCIA' Keys: ${mapCIA.keys}");
isConn = mapCIA['isConnected'];
netType = mapCIA['networkType'];
}
);
debugPrint("Internet Access: $isConn | Network Type: $netType");
It's a pity that you have to link to TWO EXTERNAL PACKAGES to get this very basic functionality in your Flutter project - but I guess for now this is the best we have. I actually prefer the Data Connection Checker package over the Connectivity package - but (at the time of posting this) the former was missing that very important network identification feature that I require from the Connectivity package. This is the reason I defaulted onto this approach [ temporarily ].
I have written a package to check the active internet connection and display a widget accordingly.
flutter_no_internet_widget
Example:
InternetWidget(
online: Text('Online'),
offline: Text('Offline),
);
As per the network state, the appropriate widgets will be displayed. If you have an active internet connection an online widget will be displayed.
All the heavyweight is done by the package and all you have to do is provide online and offline widgets. Optionally you can provide a loading widget and lookup URL.
Discussion, PRs or suggestions are welcome.
late answer, but use this package to to check.
Package Name: data_connection_checker
in you pubspec.yuml file:
dependencies:
data_connection_checker: ^0.3.4
create a file called connection.dart or any name you want.
import the package:
import 'package:data_connection_checker/data_connection_checker.dart';
check if there is internet connection or not:
print(await DataConnectionChecker().hasConnection);
I used the data_connection_checker package to check the internet access even if the connection available by wifi or mobile, it works well:
here is the code to check the connection:
bool result = await DataConnectionChecker().hasConnection;
if(result == true) {
print('YAY! Free cute dog pics!');
} else {
print('No internet :( Reason:');
print(DataConnectionChecker().lastTryResults);
}
head over the package if you want more information.
Data Connection Checker Package
import 'dart:async';
import 'dart:io';
import 'package:flutter/material.dart';
import 'package:app_settings/app_settings.dart';
import 'package:connectivity/connectivity.dart';
class InternetConnect extends StatefulWidget {
#override
InternetConnectState createState() => InternetConnectState();
}
class InternetConnectState extends State<InternetConnect> {
ConnectivityResult previous;
bool dialogshown = false;
StreamSubscription connectivitySubscription;
Future<bool> checkinternet() async {
try {
final result = await InternetAddress.lookup('google.com');
if (result.isNotEmpty && result[0].rawAddress.isNotEmpty) {
return Future.value(true);
}
} on SocketException catch (_) {
return Future.value(false);
}
}
void checkInternetConnect(BuildContext context) {
connectivitySubscription = Connectivity()
.onConnectivityChanged
.listen((ConnectivityResult connresult) {
if (connresult == ConnectivityResult.none) {
dialogshown = true;
showDialog(
context: context, barrierDismissible: false, child: alertDialog());
} else if (previous == ConnectivityResult.none) {
checkinternet().then((result) {
if (result == true) {
if (dialogshown == true) {
dialogshown = false;
Navigator.pop(context);
}
}
});
}
previous = connresult;
});
}
AlertDialog alertDialog() {
return AlertDialog(
title: Text('ERROR'),
content: Text("No Internet Detected."),
actions: <Widget>[
FlatButton(
// method to exit application programitacally
onPressed: () {
AppSettings.openWIFISettings();
},
child: Text("Settings"),
),
],
);
}
#override
Widget build(BuildContext context) {
return Container();
}
}
and you can use this method in init of any class
#override
void initState() {
// TODO: implement initState
InternetConnectState().checkInternetConnect(context);
super.initState();
}
Based on this answer https://stackoverflow.com/a/68436867/10761151
If you used dart null safety you will get an error,
so you can update the dependencies data_connection_checker: ^0.3.4 to internet_connection_checker: ^0.0.1+2
and you can use this code
import 'dart:async';
import 'package:connectivity_plus/connectivity_plus.dart';
import 'package:internet_connection_checker/internet_connection_checker.dart';
class ConnectionUtil {
static final ConnectionUtil _singleton = new ConnectionUtil._internal();
ConnectionUtil._internal();
static ConnectionUtil getInstance() => _singleton;
bool hasConnection = false;
StreamController connectionChangeController = StreamController();
final Connectivity _connectivity = Connectivity();
void initialize() {
_connectivity.onConnectivityChanged.listen(_connectionChange);
}
void _connectionChange(ConnectivityResult result) {
_hasInternetInternetConnection();
}
Stream get connectionChange => connectionChangeController.stream;
Future<bool> _hasInternetInternetConnection() async {
bool previousConnection = hasConnection;
var connectivityResult = await (Connectivity().checkConnectivity());
if (connectivityResult == ConnectivityResult.mobile || connectivityResult == ConnectivityResult.wifi) {
// this is the different
if (await InternetConnectionChecker().hasConnection) {
hasConnection = true;
} else {
hasConnection = false;
}
} else {
hasConnection = false;
}
if (previousConnection != hasConnection) {
connectionChangeController.add(hasConnection);
}
return hasConnection;
}
}
and on the stateful widget you can implement this code
bool hasInterNetConnection = false;
#override
initState() {
ConnectionUtil connectionStatus = ConnectionUtil.getInstance();
connectionStatus.initialize();
connectionStatus.connectionChange.listen(connectionChanged);
super.initState();
}
void connectionChanged(dynamic hasConnection) {
setState(() {
hasInterNetConnection = hasConnection;
});
}
To check whether you have internet access or not, even if you are connected to wifi, use the below function.
Future<bool> checkInternetStatus() async {
try {
final url = Uri.https('google.com');
var response = await http.get(url);
if (response.statusCode == 200) {
return true;
} else {
return false;
}
} catch (e) {
return false;
}
}
also add http: ^0.13.5 dependency
then import 'package:http/http.dart' as http;
Just trying to simplify the code using Connectivity Package in Flutter.
import 'package:connectivity/connectivity.dart';
var connectivityResult = await (Connectivity().checkConnectivity());
if (connectivityResult == ConnectivityResult.mobile) {
// I am connected to a mobile network.
} else if (connectivityResult == ConnectivityResult.wifi) {
// I am connected to a wifi network.
} else {
// I am not connected to the internet
}
I having some problem with the accepted answer, but it seems it solve answer for others. I would like a solution that can get a response from the url it uses, so I thought http would be great for that functionality, and for that I found this answer really helpful. How do I check Internet Connectivity using HTTP requests(Flutter/Dart)?
For me I just create a single data in Firebase and use future builder to await for the data. Here, like this, you can check if the connection is too slow so the data will be loading:
FutureBuilder(
future: _getImage(context),
builder: (context, snapshot) {
switch (snapshot.connectionState) {
case ConnectionState.none:
return Text('Press button to start.');
case ConnectionState.active:
case ConnectionState.waiting:
return Container(
height:
MediaQuery.of(context).size.height / 1.25,
width:
MediaQuery.of(context).size.width / 1.25,
child: Loading());
case ConnectionState.done:
if (snapshot.hasData) {
return snapshot.data;
} else {
return FlatButton(
onPressed: () {
Navigator.push(
context,
MaterialPageRoute(
builder: (context) =>
ProfilePage()));
},
child: Icon(
Icons.add_a_photo,
size: 50,
),
);
}
// You can reach your snapshot.data['url'] in here
}
return null;
},
),
You can make use of this package
https://pub.dev/packages/flutter_network_connectivity
Underhood it makes use of NetworkCapabilities on Android and NetworkMonitor on iOS and listens to connectivity changes and pings to check internet availability, you can also configure to lookup internet availability in a periodic interval.
Add to your pubspec.yaml
flutter_network_connectivity: ^0.0.6
Create an Object
FlutterNetworkConnectivity flutterNetworkConnectivity =
FlutterNetworkConnectivity(
isContinousLookUp: true, // optional, false if you cont want continous lookup
lookUpDuration: const Duration(seconds: 5), // optional, to override default lookup duration
lookUpUrl: 'example.com', // optional, to override default lookup url
);
and you can use its methods to check for network connectivity continuously or a call to check the current status
_flutterNetworkConnectivity.getInternetAvailabilityStream().listen((isInternetAvailable) {
// do something
});
and register listener
await _flutterNetworkConnectivity.registerAvailabilityListener();
to check status on call
bool _isNetworkConnectedOnCall = await _flutterNetworkConnectivity.isInternetConnectionAvailable();
final ConnectivityResult result =
await Connectivity().checkConnectivity();
if (result == ConnectivityResult.wifi) {
print('Connected to a Wi-Fi network');
} else if (result == ConnectivityResult.mobile) {
print('Connected to a mobile network');
} else {
print('Not connected to any network');
}
Use the observe_internet_connectivity package.
Available Features
Check to know if a device has internet connection
final hasInternet = await InternetConnectivity().hasInternetConnection;
if (hasInternet) {
//You are connected to the internet
} else {
//"No internet connection
}
Listen to internet connection changes via stream
final subscription =
InternetConnectivity().observeInternetConnection.listen((bool hasInternetAccess) {
if(!hasInternetAccess){
showToast('No Internet Connection');
}
});
await Future.delayed(const Duration(seconds: 10 ));
subscription.cancel();
Use InternetConnectivityListener to listen to internet connectivity changes inside a flutter widget
return InternetConnectivityListener(
connectivityListener: (BuildContext context, bool hasInternetAccess) {
if (hasInternetAccess) {
context.showBanner('You are back Online!', color: Colors.green);
} else {
context.showBanner('No internet connection', color: Colors.red);
}
},
child: Scaffold(
body: Container(),
),
);
Use InternetConnectivityBuilder to build internet connection aware widgets
return InternetConnectivityBuilder(
connectivityBuilder: (BuildContext context, bool hasInternetAccess, Widget? child) {
if(hasInternetAccess) {
return OnlineWidget();
} else {
return OfflineWidget();
}
},
child: ChildWidget(),
);
The connectivity plugin states in its docs that it only provides information if there is a network connection, but not if the network is connected to the Internet. Use the below code and don't forget to use ".timeout()" because you can stuck forever using "await".
import 'dart:io';
Future<bool> isConnected() async {
try {
List<InternetAddress> result = await InternetAddress.lookup('example.com')
.timeout(Duration(seconds: 5));
//
if (result.isNotEmpty && result[0].rawAddress.isNotEmpty) {
return true;
}
//
else {
return false;
}
} on SocketException catch (_) {
return false;
}
}
I have written two programs and i want both of these to run on my android device which are on the same network but one which is simple client server program it will run on both device and connection will be made...But Unity Master Server will not run fine and not able to connect two android wifi device which are on the same network and this program will run fine on localhost.
Here is simple client server code..This code run fine
var object:Transform;
static var Isconnected:boolean=false;
//172.16.11.4
function Start()
{
Application.runInBackground = true;
Debug.Log("run in back groud");
}
function Update()
{
if(Isconnected)
var temp:Transform;
temp=Instantiate(object,transform.position, transform.rotation);
}
function OnGUI()
{
if(Network.peerType==NetworkPeerType.Disconnected)
{
if(GUILayout.Button(" Initlized server"))
{
var useNat = !Network.HavePublicAddress();
Network.InitializeServer(32,25001,useNat);
Debug.Log("Server has been Initlized");
}
}
if(GUILayout.Button("connect to server"))
{
Network.Connect("172.16.11.4",25001);
}
}
function OnConnectedToServer() {
Debug.Log("Connected to server");
Isconnected=true;
// Send local player name to server ...
}
But this code will not run on wifi...WHile this code run on localhost if we give the ip 127.0.0.1
#pragma strict
private var rotAngle : float = 0;
private var pivotPoint : Vector2;
var Gamename:String="MyGame";
var refreshing:boolean=false;
private var hostdata:HostData[];
function Start () {
}
function Update () {
var farword=Input.GetKey("up");
if(farword==true)
{
//animation.Play("ArmatureAction");
}
transform.Translate(0,0,Input.GetAxis("Vertical"));
transform.Rotate(0,Input.GetAxis("Horizontal"),0);
if(refreshing)
{
if(MasterServer.PollHostList().Length>0)
{
refreshing=false;
hostdata=MasterServer.PollHostList();
Debug.Log(MasterServer.PollHostList().Length);
}
}
}
function startServer()
{
Network.InitializeServer(32,25001,!Network.HavePublicAddress);
MasterServer.RegisterHost(Gamename,"THis is tutorial","THis is tutorial game");
}
function OnServerInitialized()
{
Debug.Log("Sever is initlized");
}
function OnMasterServerEvent(mgs:MasterServerEvent)
{
if(mgs==MasterServerEvent.RegistrationSucceeded)
{
Debug.Log("Register server");
}
}
function refreshHostList(){
MasterServer.RequestHostList(Gamename);
refreshing=true;
}
function OnGUI()
{
if((!Network.isClient && !Network.isServer))
{
if(GUI.Button(Rect(100,100,100,100),"Start Sever"))
{
Debug.Log("Start Server");
startServer();
}
if(GUI.Button(Rect(100,220,100,100),"Refresg Hosts"))
{
Debug.Log("Refresh HOsts");
refreshHostList();
}
if(hostdata)
{
for(var i:int=0;i<hostdata.length;i++)
{
if(GUI.Button(Rect(230,100,100,100),hostdata[i].gameName))
{
Network.Connect("172.16.11.4",25001);
}
}
}
}
if(GUI.Button(Rect(300,300,100,100),"back"))
{
transform.Translate(9,0,0);
}
if(GUI.Button(Rect(300,400,100,100),"farword"))
{
transform.Translate(-9,0,0);
}
}
Any help
I think in second code
if(hostdata)
{
for(var i:int=0;i<hostdata.length;i++)
{
if(GUI.Button(Rect(230,100,100,100),hostdata[i].gameName))
{
Network.Connect("172.16.11.4",25001);
}
}
need to change
if(hostdata)
{
for(var i:int=0;i<hostdata.length;i++)
{
if(GUI.Button(Rect(230,100,100,100),hostdata[i].gameName))
{
Network.Connect(hostdata[i]); //Or Network.Connect( hostdata[i].ip[ 0 ], hostdata[i].port );
}
}
And also your buttons will overlay themselves. (if more than 1 server initialized and found). You need to create Rect with dynamic start height value. Like:
if(hostdata)
{
var y = 100; // or other start y position like 0
for(var i:int=0;i<hostdata.length;i++)
{
if(GUI.Button(Rect(230,y,100,100),hostdata[i].gameName))
{
Network.Connect(hostdata[i]); //Or Network.Connect( hostdata[i].ip[ 0 ], hostdata[i].port );
}
y+=100+ 5 //Some padding.
}
if any problems occurs like can not connect the server keep in mind NAT punchthrough generally cause problems.