/*//test encoding phase, every x seconds * IEnumerator SendPhase(bool value){ * yield return new WaitForSeconds(TCP_Config.numSecondsBeforeAlignment); * while(true){ * myServer.SendStateEvent(GameClock.SystemTime_Milliseconds, "ENCODING", value); * yield return new WaitForSeconds(10.0f); * } * }*/ void RunServer() { UnityEngine.Debug.Log("creating threaded server"); myServer = new ThreadedServer(); //SetupClient(); myServer.Start(); }
private void _startStopButton_Click(object sender, EventArgs e) { _isRunning = !_isRunning; if (_isRunning) { _server.Start(); } else { _server.Stop(); } UpdateStateStrings(); _clientsListBox.Items.Clear(); }
void Start() { myServer = new ThreadedServer(); UnityEngine.Debug.Log("starting"); myServer.Start(); }
void RunServer() { myServer = new ThreadedServer(); myServer.Start(); }
public void Start() => _server.Start();