Example #1
0
    //socket reading script...parse this for commands to game or player
    void SocketResponse()
    {
        if (myTCP.socketReady == true)
        {
            string tcpMsg    = myTCP.readSocketLine();
            char[] splitters = { '\r', '\n', ' ' };

            tcpMsg.TrimEnd(splitters);

            //tcpMsg.Replace('\r', ''); tcpMsg.Replace('\n', '');
            if (tcpMsg != "")
            {
                string[] msgWords = tcpMsg.Split(splitters);

                //for (int i = 0; i < msgWords.Length; i++)
                //{
                //    Debug.Log(i.ToString() + ": " + msgWords[i] + " length " + msgWords[i].Length.ToString());
                //}

                var numWords = msgWords.Length;
                if (msgWords[0].Trim() != "HOMECHECK")
                {
                    Debug.Log("[SERVER (Message length: " + numWords.ToString() + "/" + tcpMsg.Length.ToString() + ")] " + tcpMsg);
                }


//*****************************************************************************************
//************* This is where we start processing custom commands from matlab *************
//*****************************************************************************************
                switch (msgWords[0].Trim())
                {
                case "READTIME":                 // just report the time
                    SendToServer(Time.time.ToString("F4") + "\tREADTIME");
                    break;

//				case "FEEDBACK":
//					//SendToServer(Time.time.ToString("F4") + "\tEntered TARG case of switch in NetworkSocket.SocketResponse");
//					switch (numWords) // split always leaves an extra word (new line?)
//					{
//					case 1: // no args? use correct at default az (0), default dist and dur
//						myGame.Feedback(true);
//						break;
//					case 2: // given correct
//						myGame.Feedback(bool.Parse(msgWords[1]));
//						break;
//					case 3: // given correct and az
//						myGame.Feedback(bool.Parse(msgWords[1]), float.Parse(msgWords[2]));
//						break;
//					case 4: // given correct, az, dist
//						myGame.Feedback(bool.Parse(msgWords[1]), float.Parse(msgWords[2]), float.Parse(msgWords[3]));
//						break;
//					case 5: // given correct, az, dist, dur
//						myGame.Feedback(bool.Parse(msgWords[1]), float.Parse(msgWords[2]), float.Parse(msgWords[3]), float.Parse(msgWords[4]));
//						break;
//					default:
//						SendToServer(Time.time.ToString("F4") + " HIT DEFAULT CASE!");
//						break;
//					}
//					break;
                case "TARG":
                    //SendToServer(Time.time.ToString("F4") + "\tEntered TARG case of switch in NetworkSocket.SocketResponse");
                    switch (numWords)     // split always leaves an extra word (new line?)
                    {
                    case 1:               // no args? use random az and dist
                        myArena.NewBalloon(0f);
                        break;

                    case 2:                 // given az
                        myArena.NewBalloon(float.Parse(msgWords[1]));
                        break;

                    case 3:                 // given az and name
                        myArena.NewBalloon(float.Parse(msgWords[1]), msgWords[2]);
                        break;

                    case 4:                                             // given az, name, mode
                        myArena.NewBalloon(float.Parse(msgWords[1]),
                                           (msgWords[2]), bool.Parse(msgWords[3]));
                        break;

                    case 5:                                             // given az, name, mode, color
                        myArena.NewBalloon(float.Parse(msgWords[1]),
                                           msgWords[2], bool.Parse(msgWords[3]), msgWords[4]);
                        break;

                    default:
                        SendToServer(Time.time.ToString("F4") + " HIT DEFAULT CASE!");
                        break;
                    }
                    break;

                case "BOB":
                    switch (numWords)           // split always leaves an extra word (new line?)
                    {
                    case 2:                     // given az
                        myArena.GetBalloonAtAngle(float.Parse(msgWords [1])).BalloonBob();
                        SendToServer(Time.time.ToString("F4") + " BOB " + msgWords[1]);
                        break;

                    case 4:                     // given az, x  z
                        myArena.GetBalloonAtAngle(float.Parse(msgWords [1])).BalloonBob(
                            float.Parse(msgWords [2]),
                            float.Parse(msgWords [3]));
                        SendToServer(Time.time.ToString("F4") + " BOB " + msgWords[1] +
                                     " " + msgWords[2] + " " + msgWords[3]);

                        break;

                    default:
                        Debug.Log("Error: tried to bob balloon with incorrect args");
                        break;
                    }
                    break;

                case "VANISH":
                    myArena.GetBalloonAtAngle(float.Parse(msgWords[1])).Vanish();
                    SendToServer(Time.time.ToString("F4") + " VANISH " + msgWords[1]);

                    break;

                case "COLOR":
                    myArena.GetBalloonAtAngle(float.Parse(msgWords[1])).SetColor(msgWords[2]);
                    SendToServer(Time.time.ToString("F4") + " COLOR "
                                 + msgWords[1] + " " + msgWords[2]);

                    break;

//                case "HEADTRANS":
//                        myPlayer.ToggleHeadTranslation(msgWords[1]); // ON or OFF
//                        break;
                case "CLEAR":
                    myArena.Clear(msgWords[1]);
                    SendToServer(Time.time.ToString("F4") + " CLEAR " + msgWords[1]);

                    break;

                case "RESPAWN":
                    myArena.Respawn();
                    SendToServer(Time.time.ToString("F4") + " RESPAWN");
                    break;

                case "REPOPULATE":
                    myArena.Repopulate();
                    SendToServer(Time.time.ToString("F4") + " REPOPULATE");
                    break;

                case "GAZE":
                    myPlayer.ToggleGaze(msgWords[1]);                     // ON or OFF
                    break;

                case "ARMDISPLAY":
                    myPlayer.ToggleArmDisplay(msgWords[1]);                     // ON or OFF
                    break;

                case "TERRAIN":
                    myArena.SetTerrain(msgWords[1]);                     // ON or OFF
                    break;

                case "FLOOR":
                    myArena.SetFloor(msgWords[1]);                     // BRICK, WATER, CHECK, OFF
                    break;

                // Update 8/23/17
                // Functionality for audio/visual latency checking.
                //      Must be used with scene "latencyCheck", which contains
                //      a cube (latencyTestObj) that fills the camera view.
                //      This test is designed for use with a photoresistor in
                //      the VR goggles to indicate the change in object color.
                case "LATENCY_TEST":
                    myArena.SetLatencyTestObj(msgWords[1], msgWords[2]);     // BLACK, WHITE
                    break;

                // Update 1/30/18
                // Used to collect the number of button presses to adjust
                //     stimuli during method of adjustment task.
                case "CLICK_COUNT":
                    btnCountLeft  = myPlayer.btnCounterLeft;
                    btnCountRight = myPlayer.btnCounterRight;

                    Debug.Log(btnCountLeft + " " + btnCountRight);
                    SendToServer(btnCountLeft.ToString() + " " + btnCountRight.ToString());
                    myPlayer.btnCounterLeft  = 0;
                    myPlayer.btnCounterRight = 0;

                    //btnZ = myHeadController.btnCounterZ;
                    //btnX = myHeadController.btnCounterX;

                    //Debug.Log (btnZ + " " + btnX);
                    //SendToServer (btnZ.ToString () + " " + btnX.ToString());

                    //myHeadController.btnCounterZ = 0;
                    //myHeadController.btnCounterX = 0;
                    break;


                case "CHECK_LOOP":
                    //loopStatus = myHeadController.END;
                    loopStatus = myPlayer.END;
                    SendToServer(loopStatus.ToString());
                    break;

                case "RESETEND":
                    loopStatus   = 0;
                    myPlayer.END = 0;
                    break;

//                    case "LINE":
//                        myGame.ShowLines(msgWords[1]); // NONE, I, +, x, or *
//                        break;
//                    case "WALL":
//                        myGame.ShowWalls(msgWords[1]); // '' 'FG' etc.
//                        break;
//                    case "CHAIR":
//                        myGame.ShowChair(msgWords[1]); // NONE, I, +, x, or *
//                        break;
//                    case "PANO":
//                        myGame.ShowPanoSphere(msgWords[1]); // '' 'FG' etc.
//                        break;
//                    case "PANOSCALE":
//                        myGame.ScalePanoSphere(msgWords[1]); // '' 'FG' etc.
//                        break;
//                    case "SPK":
//                        myGame.ShowSpeakers(msgWords[1]); // 'NONE' '*' 'ALL' etc.
//                        break;
                case "HOMECHECK":      // sever is asking if ready to continue
                                       // send a series of messages
                    // make this conform to standard gametime CMD boxtim
                    SendToServer(Time.time.ToString("F4") + "\tHOMECHECK\t" + homeBox.timeInBox.ToString("F4"), false);
                    break;

                case "HOMEBOX":
                    homeBox.boxEnabled = (msgWords[1].Trim() == "ON");
                    SendToServer(Time.time.ToString("F4") + "\tHOMEBOX\t" + msgWords[1]);

                    break;

                case "READHEAD":
                    switch (numWords)
                    {
                    case 1:
                        myPlayer.ReadHeadPos();
                        break;

                    case 2:
                        myPlayer.ReadHeadPos(msgWords[1]);
                        break;
                    }
                    break;

                case "TRIGHEAD":
                    switch (numWords)
                    {
                    case 1:
                        myPlayer.TrigHeadPos();
                        break;

                    case 2:
                        myPlayer.TrigHeadPos(msgWords[1]);
                        break;
                    }
                    break;

                default:
                    Debug.Log("[SERVER (Message length: " + numWords.ToString() + "/" + tcpMsg.Length.ToString() + ")] " + tcpMsg);
                    for (int i = 0; i < numWords; i++)
                    {
                        Debug.Log(i.ToString() + ": " + msgWords[i]);
                    }
                    break;
                }
            }
        }
    }