void Start()
    {
        recvPacket.message        = new char[512];
        recvPacket.message_length = 0;

        try
        {
            IPAddress serverIP   = IPAddress.Parse(strIP);
            int       serverPort = 7890;
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream,
                                ProtocolType.Tcp);
            IPEndPoint ipep = new IPEndPoint(serverIP, serverPort);
            socket.Connect(ipep);

            Thread newCounter = new Thread(new ThreadStart(ReadThread));
            newCounter.Start();
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error!:" + SCE.ToString());
            return;
        }

        try
        {
        }
        catch (SocketException err)
        {
            Debug.Log("Socket send or receive error!:" + err.ToString());
        }
    }
Beispiel #2
0
    void Awake()
    {
        Debug.Log("[checknetworkstatus]");
        GameObject USER_INFO = GameObject.Find("USER_INFO");

        //Socket Create
        client = new TcpClient();
        string ipAddress = "34.84.9.236";

        //Socket connect
        try{
            // string ipAddress = USER_INFO.GetComponent<StaticVariableHolder>().ipAddress;
            var task = client.ConnectAsync(ipAddress, 7000);
            task.Wait();


            if (client.Connected)
            {
                Debug.Log("it works!");

                ns = client.GetStream();
                StartCoroutine("Send_heartbeat", ns);
            }
        }catch (SocketException SCE) {
            Debug.Log("Socket connection error: " + SCE.ToString());
        }finally {
            //에러 패널 띄우라는 신호
            GameObject ButtonControl = GameObject.Find("ButtonControl");
            ButtonControl.GetComponent <ButtonControl>().Set_errorPanel_active("[hb]Server Connection Failed");
        }
    }
Beispiel #3
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        public bool ConnectToServer(CMessagePool msgPool)
        {
            this.msgPool     = msgPool;
            this.recvHandler = new AsyncCallback(this.handlerOfRecv);
            this.sendHandler = new AsyncCallback(this.handlerOfSend);
            try
            {
                IPAddress  ipAddr     = System.Net.IPAddress.Parse(this.address);
                IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, this.port);
                this.socket.Connect(ipEndPoint);
            }
            catch (SocketException SCE)
            {
                this.ErrorHandler(ERROR_CODE.SOCKET_CONNECT, SCE.ToString());
                return(false);
            }

            CAsyncTask at = new CAsyncTask(4096);

            at.workingSocket = this.socket;

            this.socket.BeginReceive(at.buf, 0, at.buf.Length, SocketFlags.None, recvHandler, at);

            return(true);
        }
Beispiel #4
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    public Network()
    {
        Debug.Log("NETWORK CREATED");
        //=======================================================
        // Socket create.
        m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);

        //=======================================================
        // Socket connect.
        try
        {
            IPAddress  ipAddr     = System.Net.IPAddress.Parse(iPAdress);
            IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, kPort);
            m_Socket.Connect(ipEndPoint);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            return;
        }

        ThreadStart readThreadStart = new ThreadStart(receive);

        readThread = new Thread(readThreadStart);
        readThread.IsBackground = true;
        readThread.Start();
    }
    // Use this for initialization
    public void StartNetworkFunction()
    {
        isOnNetwork = true;

        // Socket Create
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
        socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);

        // Socket connect.
        try
        {
            IPAddress  ipAddr     = System.Net.IPAddress.Parse(iP_ADDRESS);
            IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, SERVER_PORT);
            socket.Connect(ipEndPoint); // 아니 솔직히 커넥트는 비동기로 안한다. 이거는 c++서버도 안했다 오바지
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            return;
        }

        Debug.Log("Connect가 정상적으로 완료됐습니다!");
        //SendData(100);
        //m_scenenManager = GameObject.Find("SceneManager");
    }
Beispiel #6
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        public void Executar(SCE sce)
        {
            //AddNotifications(sce);

            //if (Valid)
            //{
            _repositorio.Salvar(sce);
            //}
        }
Beispiel #7
0
        public void Salvar(SolicitarScePF solicitacao)
        {
            Pessoa pessoaFisica = GerarPessoaFisica(solicitacao);

            var sce = SCE.Criar(pessoaFisica);

            var casoDeUso = _verificar.Verificar(solicitacao.IndicaAvulso);

            casoDeUso.Executar(sce);
        }
    private string ReceiveString;                   // Receive bytes to Change string.

    void Awake()
    {
        //=======================================================
        // Socket create.
        m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);

        //=======================================================
        // Socket connect.
        try
        {
            IPAddress  ipAddr     = System.Net.IPAddress.Parse(iPAdress);
            IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, kPort);
            m_Socket.Connect(ipEndPoint);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            return;
        }

        //=======================================================
        // Send data write.
        StringBuilder sb = new StringBuilder(); // String Builder Create

        sb.Append("Test 1 - By Mac!!");
        sb.Append("Test 2 - By Mac!!");

        try
        {
            //=======================================================
            // Send.
            SenddataLength = Encoding.Default.GetByteCount(sb.ToString());
            Sendbyte       = Encoding.Default.GetBytes(sb.ToString());
            m_Socket.Send(Sendbyte, Sendbyte.Length, 0);

            //=======================================================
            // Receive.
            m_Socket.Receive(Receivebyte);
            ReceiveString     = Encoding.Default.GetString(Receivebyte);
            ReceivedataLength = Encoding.Default.GetByteCount(ReceiveString.ToString());
            Debug.Log("Receive Data : " + ReceiveString + "(" + ReceivedataLength + ")");
        }
        catch (SocketException err)
        {
            Debug.Log("Socket send or receive error! : " + err.ToString());
        }
    }
Beispiel #9
0
    void Awake()
    {
        //Socket Create
        socket = new TcpClient();

        //Socket connect
        try{
            // string ipAddress = USER_INFO.GetComponent<StaticVariableHolder>().ipAddress;
            socket.Connect(ipAddress, portNum);
            ns = socket.GetStream();
        }catch (SocketException SCE) {
            Debug.Log("Socket connection error: " + SCE.ToString());

            //에러 패널 띄우라는 신호
            return;
        }
    }
Beispiel #10
0
        public override bool CreateSocket(string address, int port)
        {
            this.address = address;
            this.port    = port;

            try
            {
                this.socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            }
            catch (SocketException SCE)
            {
                this.ErrorHandler(ERROR_CODE.SOCKET_CREATE, SCE.ToString());
                return(false);
            }
            this.socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
            this.socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);

            return(true);
        }
    public void StartNetwork(int serverType)
    {
        loginImage.SetActive(false);

        Debug.Log("네트워크 시작! " + serverType);

        System.Net.IPAddress ipAddr;

        if (serverType == 0)
        {
            ipAddr = System.Net.IPAddress.Parse(LOCAL_HOST_IP);
        }
        else
        {
            ipAddr = System.Net.IPAddress.Parse(PUBLIC_SERVER_IP);
        }

        Lock();

        try
        {
            IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, SERVER_LISTEN_PORT);
            socket.Connect(ipEndPoint);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            Quit();
            return;
        }

        // Buffer.BlockCopy(BitConverter.GetBytes(CLIENT_TYPE.Manager), 0, dataSendBuffer, 0, 1);
        dataSendBuffer[0] = (byte)(CLIENT_TYPE.Manager);
        Buffer.BlockCopy(BitConverter.GetBytes(COMMON_PASSWORD), 0, dataSendBuffer, 1, 4);

        socket.Send(dataSendBuffer, 29, SocketFlags.None);

        UnLock();
        isOnNetwork = true;
    }
    void ProcessCameraData()
    {
        Lock();

        //Buffer.BlockCopy(BitConverter.GetBytes(PROTOCOL_TYPE.NeedCameraData), 0, dataSendBuffer, 0, 1);
        dataSendBuffer[0] = (byte)(PROTOCOL_TYPE.NeedCameraData);
        socket.Send(dataSendBuffer, 1, SocketFlags.None);

        try
        {
            socket.Receive(cameraDataRecvBuffer);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            Quit();
            return;
        }

        UnLock();

        for (int i = 0; i < 64 * 64; ++i)
        {
            if (i % 64 == 0)
            {
                Debug.Log("X : " + (i / 64) + ", Y : " + (i % 64) + ", R : " + cameraDataRecvBuffer[3 * i + 0] + ", G : " + cameraDataRecvBuffer[3 * i + 1] + ", B : " + cameraDataRecvBuffer[3 * i + 2]);
            }

            cameraDataBuffer[i] = new Color(cameraDataRecvBuffer[3 * i + 0] / 255.0f
                                            , (cameraDataRecvBuffer[3 * i + 1]) / 255.0f
                                            , (cameraDataRecvBuffer[3 * i + 2]) / 255.0f
                                            , 1);
        }

        tex = new Texture2D(64, 64, TextureFormat.RGB24, false);
        tex.SetPixels(0, 0, 64, 64, cameraDataBuffer);
        cameraImage.GetComponent <Renderer>().material.mainTexture = tex;
        tex.Apply();
    }
Beispiel #13
0
    void Start()
    {
        try{
            client.Connect(ipAddress, 9000);
            // task.Wait();

            if (client.Connected)
            {
                Debug.Log("9000포트 연결 성공");
                ns        = client.GetStream();
                USER_INFO = GameObject.Find("USER_INFO");

                /// <summary>
                /// 데이터를 받아서 분석하는 Task
                /// </summary>
                //유저리스트와 방 리스트를 받아온다.
                var task1 = new Task <string>(() => this.ReadFunction());
                task1.Start();

                //연결 성공 후 사용자 정보를 서버로 보냄
                string   userId   = USER_INFO.GetComponent <StaticVariableHolder>().USER_ID;
                string   nickname = USER_INFO.GetComponent <StaticVariableHolder>().USER_NICKNAME;
                int      score    = USER_INFO.GetComponent <StaticVariableHolder>().USER_SCORE;
                UserInfo ui       = new UserInfo("report_user_info", userId, nickname, score);
                SendObject(ui);


                task1.Wait();
                string result = task1.Result;
                Debug.Log(result);
                ButtonControl.GetComponent <ButtonControl>().btn_getRoomList(task1.Result);
            }
        }catch (SocketException SCE) {
            Debug.Log("Socket connection error: " + SCE.ToString());

            //에러 패널 띄우라는 신호
            ButtonControl.GetComponent <ButtonControl>().Set_errorPanel_active("[network]Server Connection Failed");
        }
    }
Beispiel #14
0
    private string ReceiveString;                   // Receive bytes to Change string.


    void Awake()
    {
        //=======================================================
        // Socket create.
        m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, 10000);
        m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, 10000);

        //=======================================================
        // Socket connect.
        try
        {
            IPAddress  ipAddr     = System.Net.IPAddress.Parse(iPAdress);
            IPEndPoint ipEndPoint = new System.Net.IPEndPoint(ipAddr, kPort);
            m_Socket.Connect(ipEndPoint);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            return;
        }
    }
    void ProcessClientOrder()
    {
        Lock();

        //Buffer.BlockCopy(BitConverter.GetBytes(PROTOCOL_TYPE.NeedCameraData), 0, dataSendBuffer, 0, 1);
        dataSendBuffer[0] = (byte)(PROTOCOL_TYPE.NeedUserData);
        socket.Send(dataSendBuffer, 1, SocketFlags.None);

        try
        {
            socket.Receive(cameraDataRecvBuffer);
        }
        catch (SocketException SCE)
        {
            Debug.Log("Socket connect error! : " + SCE.ToString());
            Quit();
            return;
        }

        UnLock();

        if (cameraDataRecvBuffer[0] == (byte)(0))
        {
            return;
        }

        StartCoroutine(NewOrderCoroutine());

        int carTypeBuffer   = (int)cameraDataRecvBuffer[1];
        int colorTypeBuffer = (int)cameraDataRecvBuffer[2];
        int tireTypeBuffer  = (int)cameraDataRecvBuffer[3];

        carType.text   = carTypeBuffer.ToString();
        colorType.text = colorTypeBuffer.ToString();
        tireType.text  = tireTypeBuffer.ToString();

        ++totalOrderCount;
        totalOrder.text = totalOrderCount.ToString();

        switch (colorTypeBuffer)
        {
        case 0:
            ++blackCount;
            textBlack.text = blackCount.ToString();
            break;

        case 1:
            ++whiteCount;
            textWhite.text = whiteCount.ToString();
            break;

        case 2:
            ++redCount;
            textRed.text = redCount.ToString();
            break;

        case 3:
            ++blueCount;
            textBlue.text = blueCount.ToString();
            break;

        case 4:
            ++greenCount;
            textGreen.text = greenCount.ToString();
            break;

        case 5:
            ++yellowCount;
            textYellow.text = yellowCount.ToString();
            break;
        }
    }
Beispiel #16
0
 public void Salvar(SCE sce)
 {
     this.SCes.Add(sce);
 }