/// <summary> /// Starts the game server. /// </summary> protected virtual void StartListening() { if (useNetworkManager) { DontDestroyOnLoad(gameObject); var networkManager = NetworkManager.singleton as MasterServerNetworkManager; Assert.IsTrue(networkManager != null, "A Master Server Network Manager was not found."); networkManager.gameServer = this; networkManager.networkAddress = gameServerIp; networkManager.networkPort = gameServerPort; networkManager.StartServer(); NetworkServer.RegisterHandler(GameServerNetworkProtocol.RequestGameServerRegistration, OnGameServerRegistrationRequested); NetworkServer.RegisterHandler(BaseServerNetworkProtocol.SendPlayerData, OnPlayerInfoReceived); } else { webGLServer.SetNetworkConnectionClass <GameServerWebGLCustomNetworkConnection>(); webGLServer.useWebSockets = true; webGLServer.RegisterHandler(MsgType.Connect, OnWebGLConnected); webGLServer.RegisterHandler(MsgType.Disconnect, OnWebGLDisconnected); webGLServer.Listen(gameServerIp, gameServerPort); webGLHostId = webGLServer.serverHostId; NetworkServer.Listen(gameServerIp, gameServerPort); NetworkServer.RegisterHandler(GameServerNetworkProtocol.RequestGameServerRegistration, OnGameServerRegistrationRequested); } if (closeWhenEmpty) { StartCoroutine(CloseWhenEmptyService()); } }
public IEnumerator TwoInstancesOfServerSimpleWorkInOneProcessTest() { NetworkClient.ShutdownAll(); NetworkServer.Reset(); server1 = new NetworkServerSimple(); server1.RegisterHandler(MsgType.Connect, OnServerConnect1); server1.RegisterHandler(TestMsgId, OnServerMsg1); server2 = new NetworkServerSimple(); server2.RegisterHandler(MsgType.Connect, OnServerConnect2); server2.RegisterHandler(TestMsgId, OnServerMsg2); Assert.IsTrue(server1.Listen(port1), "Server1 Listen failed"); Assert.IsTrue(server2.Listen(port2), "Server2 Listen failed"); client1 = new NetworkClient(); client1.RegisterHandler(MsgType.Connect, OnClientConnect1); client1.RegisterHandler(TestMsgId, OnClientMsg1); client2 = new NetworkClient(); client2.RegisterHandler(MsgType.Connect, OnClientConnect2); client2.RegisterHandler(TestMsgId, OnClientMsg2); client1.Connect("localhost", port1); client2.Connect("localhost", port2); while (actualMsgCount != expectedMsgCount) { yield return(null); } }
public void StartServer() { if (isStarted) { return; } startedMutex.WaitOne(); isStarted = true; discovery.DoStart(); PairingState.Value = ServerPairingState.None; server = new NetworkServerSimple(); server.RegisterHandler(MsgType.Connect, OnConnect); server.RegisterHandler(MsgType.Disconnect, OnDisconnect); server.RegisterHandler(PairingRequestMessage.GetCustomMsgType(), OnPairingRequest); server.Listen(serverPort); startedMutex.ReleaseMutex(); }
private void Awake() { Application.runInBackground = true; Screen.sleepTimeout = SleepTimeout.NeverSleep; Delay = 0f; VRSettings.enabled = false; Debug.Log("initialize server to listen on : " + port); server = new NetworkServerSimple(); server.Listen(port); server.RegisterHandler(MsgType.Connect, OnServerConnect); server.RegisterHandler(MsgType.Disconnect, OnServerDisonnect); server.RegisterHandler(CustomMsgType.Pong, OnPongResponse); server.RegisterHandler(CustomMsgType.SyncVideoPlaybackTime, OnSyncVideoPlaybackTime); #if UNITY_IOS videoPlayer2.audioOutputMode = VideoAudioOutputMode.Direct; #else //Set Audio Output to AudioSource audioSource = gameObject.AddComponent <AudioSource>(); videoPlayer2.audioOutputMode = VideoAudioOutputMode.AudioSource; videoPlayer2.SetTargetAudioSource(0, audioSource); #endif //Assign the Audio from Video to AudioSource to be played videoPlayer2.EnableAudioTrack(0, true); PlayLoopVideo2(); }
public void Start() { _players = new List <PlayerData>(); _server = new NetworkServerSimple(); _server.RegisterHandler(MsgType.Connect, OnConnect); _server.RegisterHandler(MsgType.Disconnect, OnDisconnect); _server.RegisterHandler(WorldMessage.PlayerInput, OnPlayerInput); _server.Listen(ServerPort); }
void StartServer() { server = new NetworkServerSimple(); server.RegisterHandler(k_myMsg, OnMyMessage); if (server.Listen(8848)) { Debug.Log("Start listening port 8848"); } }
// Use this for initialization void Start() { server = new NetworkServerSimple(); server.RegisterHandler(MsgType.Connect, OnConnect); server.RegisterHandler(MsgType.Disconnect, OnDisconnect); server.RegisterHandler(NetMsg.StartCalibration, OnCalibration); server.RegisterHandler(NetMsg.StartLeap, OnLeap); server.Listen(serverPort); }
private void StartNetServer() { serverOnClientConnect += ServerOnClientConnect; serverOnClientDisconnect += ServerOnClientDisconnect; msgServer.RegisterHandler(MsgType.Connect, serverOnClientConnect); msgServer.RegisterHandler(MsgType.Disconnect, serverOnClientDisconnect); msgServer.Listen(serverListenPort); Debug.Log("Starting message server on port " + serverListenPort); }
public void Initialize() { webGLServer = new NetworkServerSimple(); webGLServer.SetNetworkConnectionClass <WebGLCustomNetworkConnection>(); webGLServer.useWebSockets = true; webGLServer.RegisterHandler(MsgType.Connect, this.OnWebGLConnected); webGLServer.RegisterHandler(MsgType.Disconnect, this.OnWebGLDisconnected); webGLServer.Listen(7777); hostId = webGLServer.serverHostId; _active = true; }
void serverSetup() { server = new NetworkServerSimple(); server.RegisterHandler(MsgType.Connect, OnConnect); server.RegisterHandler(MsgType.Disconnect, OnDisconnect); server.RegisterHandler(AHMsg.SimpleMessage, OnSimpleMessage); server.RegisterHandler(AHMsg.VoiceFileInfoMessage, OnVoiceFileInfoMessage); server.RegisterHandler(AHMsg.VoiceFileMessage, OnVoiceFileMessage); server.RegisterHandler(AHMsg.VoiceFileCompleteMessage, OnVoiceFileCompleteMessage); server.RegisterHandler(AHMsg.ShakeMessage, OnShakeMessage); server.Listen(serverPort); }
public void SetupServer() { server.Listen(4444); server.RegisterHandler(MsgType.Connect, OnClientConnected); server.RegisterHandler(RotationMsgId, OnGetRotation); server.RegisterHandler(SelectMsgId, OnSelect); server.RegisterHandler(RecenterMsgId, Recenter); //NetworkServer.Listen(4444); //NetworkServer.RegisterHandler(MsgType.Connect, OnClientConnected); //NetworkServer.RegisterHandler(RotationMsgId, OnGetRotation); isAtStartup = false; Debug.Log("Server Setup"); }
void Start() { server = new NetworkServerSimple(); server.RegisterHandler(MsgType.Connect, OnConnected); server.RegisterHandler(DataType.Data, OnPos); server.Initialize(); ConnectionConfig config = new ConnectionConfig(); config.AddChannel(QosType.Reliable); server.Configure(config, 2); server.Listen(25000); Debug.Log("Server Listening on " + server.listenPort); }
public virtual bool StartServer() { if (server != null) { return(true); } OnStartServer(); server = new NetworkServerSimple(); RegisterServerMessages(); server.useWebSockets = useWebSockets; server.Configure(connectionConfig, maxConnections); if (serverBindToIP && !string.IsNullOrEmpty(serverBindAddress)) { isNetworkActive = server.Listen(serverBindAddress, networkPort); } else { isNetworkActive = server.Listen(networkPort); } return(isNetworkActive); }
void StartServer() { if (server == null) { server = new NetworkServerSimple(); server.RegisterHandler(MsgType.Connect, OnConnect); server.RegisterHandler(MsgType.Disconnect, OnDisconnect); server.RegisterHandler(DirectiveMessage.GetCustomMsgType(), OnDirective); server.RegisterHandler(RequestForGameInformationMessage.GetCustomMsgType(), OnRequestForGameInformation); server.RegisterHandler(ReturnToDivergencePointRequestMessage.GetCustomMsgType(), OnReturnToDivergencePointRequest); server.Listen(serverPort); } }
public void StartServer() { clientList = new Dictionary <string, ClientInfo>(); netServer = new NetworkServerSimple(); netServer.RegisterHandler(ClientConnect, OnServerClientConnected); netServer.RegisterHandler(MsgType.Disconnect, OnClientDisconnected); if (netServer.Listen(serverIP, serverListenPort)) { Debug.Log("Started server on " + serverIP + ":" + serverListenPort); } }
// Use this for initialization void Start() { NetworkReader read; srv = new NetworkServerSimple(); ConnectionConfig config = new ConnectionConfig(); config.FragmentSize = 8; config.PacketSize = 256; config.MaxSentMessageQueueSize = 4; config.MaxCombinedReliableMessageSize = 4; config.WebSocketReceiveBufferMaxSize = 4; config.AddChannel(QosType.ReliableSequenced); config.AddChannel(QosType.Unreliable); srv.Configure(config, 1); srv.Listen(receiverPort); NetworkClient cli = new NetworkClient(); srv.RegisterHandler(NetMsgId.hasGyro, (msg) => hasGyro = msg.reader.ReadBoolean()); srv.RegisterHandler(NetMsgId.hasVib, (msg) => hasVib = msg.reader.ReadBoolean()); srv.RegisterHandler(NetMsgId.hasAccel, (msg) => hasAccel = msg.reader.ReadBoolean()); srv.RegisterHandler(NetMsgId.hasCompass, (msg) => hasCompass = msg.reader.ReadBoolean()); srv.RegisterHandler(NetMsgId.inputFloat, InputFloat); srv.RegisterHandler(NetMsgId.inputVector2, InputVector2); srv.RegisterHandler(NetMsgId.inputVector3, InputVector3); srv.RegisterHandler(NetMsgId.inputQuaternion, InputQuaternion); srv.RegisterHandler(NetMsgId.inputGesture, InputGesture); srv.RegisterHandler(NetMsgId.inputBool, InputBool); StartCoroutine("WaitForDisconnection"); List <PDollarGestureRecognizer.Gesture> trainingSetList = new List <PDollarGestureRecognizer.Gesture>(); //Load pre-made gestures TextAsset[] gesturesXml = Resources.LoadAll <TextAsset>("GestureSet/10-stylus-MEDIUM/"); foreach (TextAsset gestureXml in gesturesXml) { trainingSetList.Add(GestureIO.ReadGestureFromXML(gestureXml.text)); } //Load user custom gestures string[] filePaths = Directory.GetFiles(Application.persistentDataPath, "*.xml"); foreach (string filePath in filePaths) { trainingSetList.Add(GestureIO.ReadGestureFromFile(filePath)); } trainingSet = trainingSetList.ToArray(); }
private void Initialize(string configPath) { LoadConfig(Application.dataPath + "\\..\\master-config.json"); isListenning = server.Listen(config.port); Debug.Log("master started listenning for nodes"); server.RegisterHandler((short)CustomMessageTypes.StartInstanceRequest, netMsg => { HandleStartInstanceRequest(netMsg); }); server.RegisterHandler((short)CustomMessageTypes.InstanceSlaveConnectRequest, netMsg => { HandleSlaveConnectRequest(netMsg); }); server.RegisterHandler((short)CustomMessageTypes.InstanceSlaveShutdown, x => { HandleSlaveShutDown(x); }); server.RegisterHandler(MsgType.Disconnect, x => { HandleDisconnect(x); }); server.RegisterHandler((short)CustomMessageTypes.InstanceSlaveStartInstanceResponse, x => { InstanceResponseData resp = x.ReadMessage <InstanceResponseData>(); print(resp); }); }
/// <summary> /// Unity's Start method. /// </summary> protected override void Start() { base.Start(); webGLServer.SetNetworkConnectionClass <MasterServerWebGLCustomNetworkConnection>(); webGLServer.useWebSockets = true; webGLServer.RegisterHandler(MsgType.Connect, OnWebGLConnected); webGLServer.RegisterHandler(MsgType.Disconnect, OnWebGLDisconnected); webGLServer.Listen(ip, port); webGLHostId = webGLServer.serverHostId; var config = new ConnectionConfig(); config.AddChannel(QosType.ReliableSequenced); config.AddChannel(QosType.Unreliable); NetworkServer.Configure(config, maxPlayers > 0 ? maxPlayers : 1024); NetworkServer.useWebSockets = false; NetworkServer.Listen(ip, port); }
public void MyStartBroadcast() { if (isClient) { StopBroadcast(); } if (!didInit) { didInit = Initialize(); } if (!passListening) { passListening = passServer.Listen(NATNetworkManager_PHP.singleton.passPort); } if (!passServer.handlers.ContainsKey(PassCheckId)) { passServer.RegisterHandler(PassCheckId, PasswordCheckServer); } UpdateBroadcastData(); if (!isServer) { isServer = StartAsServer(); } }
public void StartServer() { server.Listen(serverListenPort); PrintUI("Server: Starting on port " + serverListenPort); }
private void Start() { //setup: broadcastPort = broadcastingPort; broadcastData = ServerPort.ToString(); //set device id: if (string.IsNullOrEmpty(customDeviceId)) { GenerateID(); DeviceId = PlayerPrefs.GetString(_randomIdKey); broadcastData += "_" + DeviceId; } else { broadcastData += "_" + customDeviceId; } //HACK: this is a fix for the broadcastData bug where Unity will combine different //data if the length is different because they internally reuse this object broadcastData += "~!~"; Init(); //configurations: ConnectionConfig config = new ConnectionConfig(); PrimaryChannel = config.AddChannel(primaryQualityOfService); SecondaryChannel = config.AddChannel(secondaryQualityOfService); config.InitialBandwidth = initialBandwidth; HostTopology topology = new HostTopology(config, maxConnections); _server.Listen(ServerPort, topology); //event hooks: _server.RegisterHandler(MsgType.Connect, HandleConnect); _server.RegisterHandler(MsgType.Disconnect, HandleDisconnect); _server.RegisterHandler((short)NetworkMsg.FloatMsg, HandleFloat); _server.RegisterHandler((short)NetworkMsg.FloatArrayMsg, HandleFloatArray); _server.RegisterHandler((short)NetworkMsg.IntMsg, HandleInt); _server.RegisterHandler((short)NetworkMsg.IntArrayMsg, HandleIntArray); _server.RegisterHandler((short)NetworkMsg.Vector2Msg, HandleVector2); _server.RegisterHandler((short)NetworkMsg.Vector2ArrayMsg, HandleVector2Array); _server.RegisterHandler((short)NetworkMsg.Vector3Msg, HandleVector3); _server.RegisterHandler((short)NetworkMsg.Vector3ArrayMsg, HandleVector3Array); _server.RegisterHandler((short)NetworkMsg.QuaternionMsg, HandleQuaternion); _server.RegisterHandler((short)NetworkMsg.QuaternionArrayMsg, HandleQuaternionArray); _server.RegisterHandler((short)NetworkMsg.Vector4Msg, HandleVector4); _server.RegisterHandler((short)NetworkMsg.Vector4ArrayMsg, HandleVector4Array); _server.RegisterHandler((short)NetworkMsg.RectMsg, HandleRect); _server.RegisterHandler((short)NetworkMsg.RectArrayMsg, HandleRectArray); _server.RegisterHandler((short)NetworkMsg.StringMsg, HandleString); _server.RegisterHandler((short)NetworkMsg.StringArrayMsg, HandleStringArray); _server.RegisterHandler((short)NetworkMsg.ByteMsg, HandleByte); _server.RegisterHandler((short)NetworkMsg.ByteArrayMsg, HandleByteArray); _server.RegisterHandler((short)NetworkMsg.ColorMsg, HandleColor); _server.RegisterHandler((short)NetworkMsg.ColorArrayMsg, HandleColorArray); _server.RegisterHandler((short)NetworkMsg.Color32Msg, HandleColor32); _server.RegisterHandler((short)NetworkMsg.Color32ArrayMsg, HandleColor32Array); _server.RegisterHandler((short)NetworkMsg.RectByteArrayMsg, HandleRectByteArray); _server.RegisterHandler((short)NetworkMsg.BoolMsg, HandleBool); _server.RegisterHandler((short)NetworkMsg.BoolArrayMsg, HandleBoolArray); //dont destroy: transform.parent = null; DontDestroyOnLoad(gameObject); }