Example #1
0
        private IEnumerator Start()
        {
            Debug.Log("Test will start in 3 seconds...");
            yield return(new WaitForSeconds(3));

            int   spawnCount = _spawnedObjectCount;
            float duration   = _spawnDuration;

            _manager.StartServer();

            _manager.RegisterServerMessage <TestMessage>();
            var spawner = new GameObject("Spanwer").AddComponent <TestSpawner>();

            spawner.AssignPrefab(_spawnedPrefab, _spawnedPrefab);
            _manager.RegisterSpawner(spawner);
            Debug.Log("Waiting for server to start...");
            while (!_manager.IsServerListening)
            {
                yield return(null);
            }
            Debug.Log("Server started, spawning objects...");
            while (spawnCount-- > 0)
            {
                _spawnedServerInstances.Add(_manager.ServerSideSpawn(_spawnedPrefab, Vector3.zero));
            }
            yield return(new WaitForSeconds(2));

            Debug.Log("Waiting for client to connect..");
            _manager.ConnectClient();
            _manager.RegisterClientMessage <TestMessage>();
            while (!_manager.IsServerListening || _manager.ClientState != TeleportClientProcessor.StateType.Connected)
            {
                yield return(null);
            }
            Debug.Log("Client connected!");


            while (duration > 0)
            {
                //_manager.SendToAllClients(new TestMessage());
                yield return(new WaitForSeconds(0.01f));

                if (_manager.ClientState == TeleportClientProcessor.StateType.Connected)
                {
                    //_manager.SendToServer(new TestMessage());
                }
                duration -= Time.deltaTime;
            }
            foreach (var instance in _spawnedServerInstances)
            {
                _manager.ServerSideDespawn(instance);
            }
            yield return(new WaitForSeconds(5));

            _manager.DisconnectClient();
            _manager.StopServer();
        }
Example #2
0
        private IEnumerator Start()
        {
            Debug.Log("Test will start in 3 seconds...");
            yield return(new WaitForSeconds(3));

            int   spawnCount = _spawnedObjectCount;
            float duration   = _spawnDuration;

            _manager.StartServer();

            _manager.RegisterServerMessage <TestMessage>();
            Debug.Log("Waiting for server to start...");
            while (!_manager.IsServerListening)
            {
                yield return(null);
            }
            Debug.Log("Server started, spawning objects...");
            while (spawnCount-- > 0)
            {
                _spawnedServerInstances.Add(_manager.ServerSideSpawn(_serverPrefab, RandomizeVector(60)));
            }
            yield return(new WaitForSeconds(2));

            Debug.Log("Waiting for client to connect..");
            _manager.ConnectClient();
            _manager.RegisterClientMessage <TestMessage>();
            while (!_manager.IsServerListening || _manager.ClientState != TeleportClientProcessor.StateType.Connected)
            {
                yield return(null);
            }
            Debug.Log("Client connected!");
            bool didDispawn = false;

            while (duration > 0)
            {
                yield return(new WaitForSeconds(0.01f));

                if (_spawnDuration - duration >= _despawnAfter && !didDispawn)
                {
                    foreach (var instance in _spawnedServerInstances)
                    {
                        _manager.ServerSideDespawn(instance);
                    }
                    didDispawn = true;
                    _spawnedServerInstances.Clear();
                }
                duration -= Time.deltaTime;
            }
            foreach (var instance in _spawnedServerInstances)
            {
                _manager.ServerSideDespawn(instance);
            }
            yield return(new WaitForSeconds(5));

            _manager.DisconnectClient();
            _manager.StopServer();
        }
Example #3
0
        private IEnumerator Start()
        {
            Debug.Log("Test will start in 3 seconds...");
            yield return(new WaitForSeconds(3));

            int   spawnCount = _spawnedObjectCount;
            float duration   = _spawnDuration;

            _manager.StartServer();

            _manager.RegisterServerMessage <TestMessage>();
            Debug.Log("Waiting for server to start...");
            while (!_manager.IsServerListening)
            {
                yield return(null);
            }
            Debug.Log("Server started, spawning objects...");
            while (spawnCount-- > 0)
            {
                var config = new TestSpawner.TestSpawnConfig()
                {
                    Color = Color.red
                };
                _spawnedServerInstances.Add(_manager.ServerSideSpawn(_serverPrefab, RandomizeVector(60), config));
            }
            yield return(new WaitForSeconds(2));

            Debug.Log("Waiting for client to connect..");
            _manager.ConnectClient();
            _manager.RegisterClientMessage <TestMessage>();
            while (!_manager.IsServerListening || _manager.ClientState != TeleportClientProcessor.StateType.Connected)
            {
                yield return(null);
            }
            Debug.Log("Client connected!");


            while (duration > 0)
            {
                //_manager.SendToAllClients(new TestMessage());
                yield return(new WaitForSeconds(0.01f));

                if (_manager.ClientState == TeleportClientProcessor.StateType.Connected)
                {
                    //_manager.SendToServer(new TestMessage());
                }
                duration -= Time.deltaTime;
            }
            foreach (var instance in _spawnedServerInstances)
            {
                _manager.ServerSideDespawn(instance);
            }
            yield return(new WaitForSeconds(5));

            _manager.DisconnectClient();
            _manager.StopServer();
        }