Script Errors with C#

I am following this tutorial involving setting up Smart Fox Server Pro with Unity.

Multiplayer with Unity and SmartFox tutorial

Everything is fine until it comes to adding the scripts. I copied and pasted the code in both scripts as it states, and the gui_Login.cs script now has three errors.

  • Assets/Scripts/gui_Login.cs(176,13): error CS1520: Class, struct, or interface method must have a return type

  • Assets/Scripts/gui_Login.cs(177,34): error CS1519: Unexpected symbol `(' in class, struct, or interface member declaration

  • Assets/Scripts/gui_Login.cs(179,13): error CS8025: Parsing error

I copied the code as it states, named the file as it states and I don't understand the problems. I normally script in Javascript, not C# so I don't understand.

Here is the script:

using UnityEngine;

using System;
using System.Collections;         // for using hash tables
using System.Security.Permissions;  // for getting the socket policy
using SmartFoxClientAPI;            // to setup SmartFox connection
using SmartFoxClientAPI.Data;      // necessary to access the room resource

public class gui_Login : MonoBehaviour {

    // smartFox variables
    private SmartFoxClient smartFox;
    private string serverIP = "127.0.0.1";
    private int serverPort = 9339;        // default = 9339
    public string zone = "city";
    public bool debug = true;

    // variables used in script
    private string statusMessage = "";
    private string username = "";

    void Awake() {
        Application.runInBackground = true;     // Let the application be running while the window is not active.

        // Create SmartFox connection if not already available
        if ( SmartFox.IsInitialized() ) {
            Debug.Log("SmartFox is already initialized, reusing connection");
            smartFox = SmartFox.Connection;
        } else {
            if( Application.platform == RuntimePlatform.WindowsWebPlayer ) {
              // Only set this for the webplayer, it breaks pc standalone
                // See http://answers.unity3d.com/questions/25122/ for details
                Security.PrefetchSocketPolicy(serverIP, serverPort);
            }
            try {
                Debug.Log("Starting new SmartFoxClient");
                smartFox = new SmartFoxClient(debug);
                smartFox.runInQueueMode = true;
            } catch ( Exception e ) {
                Debug.Log(e.ToString());
            }
        }

        // Register callback delegates, before callling Connect()
        SFSEvent.onConnection += OnConnection;
        SFSEvent.onConnectionLost += OnConnectionLost;
        SFSEvent.onLogin += OnLogin;
        SFSEvent.onRoomListUpdate += OnRoomList;
        SFSEvent.onDebugMessage += OnDebugMessage;
        //SFSEvent.onJoinRoom += OnJoinRoom;        // We will not join a room in this level

        Debug.Log("Attempting to connect to SmartFoxServer");
        smartFox.Connect(serverIP, serverPort);  
    }

    void FixedUpdate() {
        smartFox.ProcessEventQueue();
    }

    void OnGUI() {

        // server IP in bottom left corner
        GUI.Label(new Rect(10, Screen.height-25, 200, 24), "Server: " + serverIP);

        // quit button in bottom right corner
        if ( Application.platform != RuntimePlatform.WindowsWebPlayer ) {         
            if ( GUI.Button(new Rect(Screen.width-150, Screen.height - 50, 100, 24), "Quit") ) {
                smartFox.Disconnect();
                UnregisterSFSSceneCallbacks();
                Application.Quit();
            }
        }

        // Show login fields if connected and reconnect button if disconnect
        if (smartFox.IsConnected()) {
            GUI.Label(new Rect(10, 116, 100, 100), "Username: ");
            username = GUI.TextField(new Rect(100, 116, 200, 20), username, 25);
            if ( GUI.Button(new Rect(100, 166, 100, 24), "Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '
')) {
                smartFox.Login(zone, username, "");
            }
        } else {
            if ( GUI.Button(new Rect(100, 166, 100, 24), "Reconnect")  || (Event.current.type == EventType.keyDown && Event.current.character == '
')) {
            Application.LoadLevel("sc_City");
            }
        }

        // Draw box for status messages, if one is given
        // Contains some logic to parse message of multiple lines if necessary
        if (statusMessage.Length > 0)
        {
            int boxLength = 61;       // define length of status box
            int messageLength = statusMessage.Length;   // get length of status message
            string originalMessage = statusMessage;  // copy message in to work string
            string formattedMessage = "";            // define output message string
            int i = 0;
            while (i + boxLength < messageLength)      // iterate and add newline until over length
            {
                formattedMessage = formattedMessage + originalMessage.Substring(i,boxLength) + "
";
                i = i + boxLength;
            }
            // add last piece of original message
            formattedMessage = formattedMessage + originalMessage.Substring(i,  boxLength - (i + boxLength - messageLength));
            // draw status box with message
            GUI.Box (new Rect (Screen.width - 420,10,400,48), formattedMessage);
        }

    }

    private void UnregisterSFSSceneCallbacks() {
        // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
        SFSEvent.onConnection -= OnConnection;
        SFSEvent.onConnectionLost -= OnConnectionLost;
        SFSEvent.onLogin -= OnLogin;
        SFSEvent.onRoomListUpdate -= OnRoomList;
        SFSEvent.onDebugMessage -= OnDebugMessage;
        //SFSEvent.onJoinRoom -= OnJoinRoom;
    }

    void OnConnection(bool success, string error) {
        if ( success ) {
            SmartFox.Connection = smartFox;
            statusMessage = "Connected to SmartFox Server";
            Debug.Log(statusMessage);
        } else {
            statusMessage = "Can't connect! " + error;
            Debug.Log(statusMessage);
        }
    }

    void OnConnectionLost() {
        statusMessage = "Connection lost / no connection to server";
    }

    public void OnDebugMessage(string message) {
        Debug.Log("[SFS DEBUG] " + message);
    }

    public void OnLogin(bool success, string name, string error) {
        if ( success ) {
            statusMessage = "Login for user \"" + name +  "\" successful.";
            // Lets wait for the room list
        } else {
            // Login failed - lets display the error message sent to us
            statusMessage = "Login error: " + error;
        }
    }

/* 
    // We will not join a room in this level, the NetworkController in the next scene will take care of that
    void OnJoinRoom(Room room)
    {
        Debug.Log("Room " + room.GetName() + " joined successfully");
        smartFox.SendPublicMessage(smartFox.myUserName + " has joined");
        // We can now move on to the next level
        UnregisterSFSSceneCallbacks();
        Application.LoadLevel("sc_City");
    }

    * /

    void OnRoomList(Hashtable roomList) {
        try {
            foreach (int roomId in roomList.Keys)   {         
                Room room = (Room)roomList[roomId];
                if (room.IsPrivate()) {
                    Debug.Log("Room id: " + roomId + " has name: " + room.GetName() + "(private)");
                }
                Debug.Log("Room id: " + roomId + " has name: " + room.GetName());
            }
            // Users always have to be in a room, but we'll do that in the next level
            /*
            if (smartFox.GetActiveRoom() == null) {
                smartFox.JoinRoom("Central Square");
            }*/ 
            UnregisterSFSSceneCallbacks();  /*Error 1 and 2*/
            Application.LoadLevel("sc_City");  
        }
        catch (Exception e) {  /*Error 3*/
            Debug.Log("Room list error: "+e.Message+" "+e.StackTrace);
        }
    }
}

The errors listed above are marked in the script at the bottom where it says its occuring.

Any help would be greatly appreciated. Thanks in advance.

If you look at the syntax highlighting, you should see that you've commented out part of a function, but left the rest of it, resulting in various parsing errors. (It looks like the cause of the incorrect commenting is a '* /' that should be a '*/'.)

[Edit: It looks like the error is in the tutorial as well. But, it's pretty easy to see that the comments are messed up, which provides a pretty good hint as to the cause of the errors.]