masterserver

i have created this code but do not no i f i am connecet to the master server or not. could someone have a look and let me no if its wrong or not. i can connect locally but i recieve no acknowledgement i am connected to the master server. please help

/* 
*  This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl)
*  The original author of this code Mike Hergaarden, even though some small parts 
*  are copied from the Unity tutorials/manuals.
*  Feel free to use this code for your own projects, drop me a line if you made something exciting! 
*/
#pragma strict

var connectToIP : String = "127.0.0.1";
var connectPort : int = 25002;
private var entrypassword: String ="";
private var passwordID = "id";
private var password : String = "";
private var tempPassword = password; // stores temporary password
private var ps =0;
private var pw =0;
private var sx =0;
private var sy =0;
private var a = false;

var doWindow0 = false;

private var connectStatus = "";

function DoWindow0 (windowID : int) 
{
	if(GUI.Button (Rect (10,30, 80,20), "Ok"))
	{
		doWindow0 = false;
	}
}

function Awake() {
// Make sure list is empty and request a new list
MasterServer.ClearHostList();
MasterServer.RequestHostList("LarusTest");
}

function Update() {
// If any hosts were received, display game name, the clear host list again
if (MasterServer.PollHostList().length != 0) 
{
	var hostData: HostData[] = MasterServer.PollHostList();
	for (var i:int=0; i<hostData.length; i++) 
	{
		Debug.Log("Game name: " + hostData[i].gameName);
	}
	MasterServer.ClearHostList();
	connectStatus = "in if";
	doWindow0 = true;
}

}


//Obviously the GUI is for both client&servers (mixed!)
function OnGUI ()
{
	//if gui window pressed enter this
	if (doWindow0)
	{
		GUI.Window (0, Rect (110,10,200,60), DoWindow0, connectStatus);
	}


if(a==false)
{
	//entry password
	GUILayout.Label("enter password");
	entrypassword = GUILayout.PasswordField (entrypassword, "*"[0], 25);
	tempPassword = entrypassword;

	if(GUILayout.Button("Ok")) 
	{
		if(passwordID == tempPassword)
		{
			tempPassword = "";
			a= true;
			print("right");
			connectStatus = "Correct";
			doWindow0 = true;
		}
		else 
		{
			connectStatus = "Wrong password try again";
			doWindow0 = true;
			print("wrong");
		}
	}
	
	
	


}
//doWindow0 = GUI.Toggle (Rect (10,10,100,20), doWindow0, "Window 0");
else if(a==true)
{
	if (Network.peerType == NetworkPeerType.Disconnected)
	{
	//We are currently disconnected: Not a client or host
		GUILayout.Label("Connection status: Disconnected");
		
		connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
		connectPort = parseInt(GUILayout.TextField(connectPort.ToString()));
		//password =  GUILayout.TextField(password, GUILayout.MinWidth(100));
		password = GUILayout.PasswordField (password, "*"[0], 25);
		
		
	
		
			GUILayout.BeginVertical();
			if (GUILayout.Button ("Connect as client"))
			{
				//Connect to the "connectToIP" and "connectPort" as entered via the GUI
				//Ignore the NAT for now
				//~ if(password == tempPassword)			
				//~ {
					connectStatus = "Checking";
					doWindow0 = true;
					Network.useNat = false;
					Network.Connect(connectToIP, connectPort,password);
					tempPassword = "";
				//~ }
				
			
			}
			
		
			
			if (GUILayout.Button ("Start Server"))
			{
				//Start a server for 32 clients using the "connectPort" given via the GUI
				//Ignore the nat for now	
				//Network.useNat = false;
				Network.useNat = !Network.HavePublicAddress();
				Network.incomingPassword = password;
				Network.InitializeServer(32, connectPort);
				
				MasterServer.RegisterHost("MyUniqueGameType", "JohnDoes game", "l33t game for all");
			}
			GUILayout.EndVertical();
		
		
	}
	else
	{
		//We've got a connection(s)!
		

		if (Network.peerType == NetworkPeerType.Connecting)
		{
		
			GUILayout.Label("Connection status: Connecting");
			
		}
		else if (Network.peerType == NetworkPeerType.Client)
		{
			
			GUILayout.Label("Connection status: Client!");
			GUILayout.Label("Ping to server: "+Network.GetAveragePing(  Network.connections[0] ) );		
			
		} 
		else if (Network.peerType == NetworkPeerType.Server)
		{
			
			GUILayout.Label("Connection status: Server!");
			GUILayout.Label("Connections: "+Network.connections.length);
			if(Network.connections.length>=1)
			{
				GUILayout.Label("Ping to first player: "+Network.GetAveragePing(  Network.connections[0] ) );
			}			
		}

		if (GUILayout.Button ("Disconnect"))
		{
			Network.Disconnect(200);
		}
	}
	
	}

}

// NONE of the functions below is of any use in this demo, the code below is only used for demonstration.
// First ensure you understand the code in the OnGUI() function above.





//Client functions called by Unity
function OnConnectedToServer() 
{
	Debug.Log("This CLIENT has connected to a server");	
}

function OnDisconnectedFromServer(info : NetworkDisconnection) 
{
	Debug.Log("This SERVER OR CLIENT has disconnected from a server");
}

function OnFailedToConnect(error: NetworkConnectionError)
{
	Debug.Log("Could not connect to server: "+ error);
	
	connectStatus = "Error Failed";
	doWindow0 = true;
}


//Server functions called by Unity
function OnPlayerConnected(player: NetworkPlayer) 
{
	Debug.Log("Player connected from: " + player.ipAddress +":" + player.port);
}

function OnServerInitialized() 
{
	Debug.Log("Server initialized and ready");
}

function OnPlayerDisconnected(player: NetworkPlayer) 
{
	Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port);
}


// OTHERS:
// To have a full overview of all network functions called by unity
// the next four have been added here too, but they can be ignored for now

function OnFailedToConnectToMasterServer(info: NetworkConnectionError)
{
	Debug.Log("Could not connect to master server: "+ info);
}

function OnNetworkInstantiate (info : NetworkMessageInfo) 
{
	Debug.Log("New object instantiated by " + info.sender);
}

function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo)
{
	//Custom code here (your code!)
}

/* 
 The last networking functions that unity calls are the RPC functions.
 As we've added "OnSerializeNetworkView", you can't forget the RPC functions 
 that unity calls..however; those are up to you to implement.
 
 @RPC
 function MyRPCKillMessage(){
	//Looks like I have been killed!
	//Someone send an RPC resulting in this function call
 }
*/

please can anyone help