Ejemplo n.º 1
0
        static void Main(string[] args)
        {
            TrackerServer server = new TrackerServer();

            server.Start();

            while (server.Running())
            {
                ;
            }

            server.Close();
        }
Ejemplo n.º 2
0
    //Awake is always called before any Start functions
    void Awake()
    {
        //Check if instance already exists
        if (instance == null)
        {
            //if not, set instance to this
            instance     = this;
            _sessionGuid = Guid.NewGuid();
            server       = new Server.TrackerServer();
            server.Start();

            Tracker.Tracker.Instance.SetPath(Application.persistentDataPath + "/");
            Tracker.SerializerInterface b = new Tracker.BinarySerializer();
            Tracker.Tracker.Instance.AddSerializer(b, true);
            Tracker.SerializerInterface c = new Tracker.CSVSerializer();
            Tracker.Tracker.Instance.AddSerializer(c, true);
            Tracker.Tracker.Instance.Init();
            Tracker.Tracker.Instance.AddEvent(new Tracker.TrackerEvent(_sessionGuid.ToString(), (int)EVENT_TYPES.START_SESSION, Time.time));
            //Tracker.Tracker.Instance.SetMAX_ELEM(1500);
            //Tracker.Tracker.Instance.SetOptMode(Tracker.Tracker.MODE.ULTRA);

            //Force use to get the devices info
            string aux = "";
            foreach (var camDevice in WebCamTexture.devices)
            {
                aux += camDevice.name.ToString() + " ";
            }
            foreach (var microDevice in Microphone.devices)
            {
                aux += microDevice.ToString() + " " + Microphone.IsRecording(microDevice).ToString() + " ";
                Microphone.End(microDevice);
            }
        }
        //If instance already exists and it's not this:
        else if (instance != this)
        {
            //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            Destroy(gameObject);
        }

        //Sets this to not be destroyed when reloading scene
        DontDestroyOnLoad(gameObject);
    }