Exemple #1
0
        static void Client()
        {
            UdpSocket client = UdpSocket.Create <UdpPlatformManaged, DummySerializer>();

            client.Start(UdpEndPoint.Any);
            client.Connect(new UdpEndPoint(UdpIPv4Address.Localhost, 14000));

            while (true)
            {
                UdpEvent ev = default(UdpEvent);

                while (client.Poll(ref ev))
                {
                    UdpLog.User("Event raised {0}", ev.EventType);

                    switch (ev.EventType)
                    {
                    case UdpEventType.Connected:
                        UdpLog.User("Connected to server at {0}", ev.Connection.RemoteEndPoint);
                        break;

#if DISABLE_AUTO_ACCEPT
                    case UdpEventType.ConnectFailed:
                        UdpLog.User("Connection to {0} failed", ev.EndPoint);
                        break;
#endif
                    }
                }

                // Simulate ~60fps game loop
                Thread.Sleep(16);
            }
        }
Exemple #2
0
        static void Server()
        {
            UdpSocket socket = UdpSocket.Create <UdpPlatformManaged, Serializer>();

            socket.Start(new UdpEndPoint(UdpIPv4Address.Localhost, 14000));
            EventLoop(socket);
        }
Exemple #3
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        public void Start(CClientNetworkCtrl clientNetworkCtrl)
        {
            if (server == null)
            {
                UdpLog.Writer writer = new UdpLog.Writer(DebugImplement);
                //(lvl, s) => Log.info("P2PClientNetWork",  s)
                UdpLog.SetWriter(writer);

                try
                {
                    server = UdpSocket.Create <UdpPlatformManaged, P2PSerializer>();
                }
                catch (Exception e) {
                    Log.info(e, "P2PClientNetWork Start#Exception happened");
                    //MonoBehaviour.print(e);
                }

                //sever and client.
                ConnectServer(clientNetworkCtrl);

                /*
                 * localPort = clientNetworkCtrl.LocalPort;
                 * UdpEndPoint serverPoint = new UdpEndPoint(UdpIPv4Address.Any, (ushort)localPort);
                 * server.Start(serverPoint);
                 * IPAddress ipaddr = IPAddress.Parse (clientNetworkCtrl.ServerIP);
                 * hostUser.ProxyServer = new IPEndPoint( ipaddr, clientNetworkCtrl.ServerPort );
                 *
                 * UdpIPv4Address address = UdpIPv4Address.Parse(clientNetworkCtrl.ServerIP);
                 * UdpEndPoint endp = new UdpEndPoint(address, (ushort)clientNetworkCtrl.ServerPort);
                 * server.Connect( endp );
                 *
                 * Log.info("P2PClientNetWork",  "P2PClientWork Start, UdpPort:" + localPort + " ServerIP:" + clientNetworkCtrl.ServerIP.ToString() + " ProxyServer address:" + endp.ToString());
                 * CtrlOwner = clientNetworkCtrl;*/
            }
        }
Exemple #4
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        static void Server(int count)
        {
            UdpSocket[] sockets = new UdpSocket[count];

            for (int i = 0; i < count; ++i)
            {
                sockets[i] = UdpSocket.Create <UdpPlatformManaged, DummySerializer>();
                sockets[i].Start(new UdpEndPoint(UdpIPv4Address.Localhost, (ushort)(14000 + i)));
            }

            UdpSocketMultiplexer multiplexer = UdpSocket.CreateMultiplexer(sockets);

            while (true)
            {
                UdpEvent  ev;
                UdpSocket socket;

                while (multiplexer.Poll(out ev, out socket))
                {
                    UdpLog.User("Event raised {0}", ev.EventType);

                    switch (ev.EventType)
                    {
                    case UdpEventType.Connected:
                        UdpLog.User("Client connected from {0}", ev.Connection.RemoteEndPoint);
                        break;
                    }
                }

                // Simulate ~60fps game loop
                Thread.Sleep(16);
            }
        }
Exemple #5
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        static void Client(int count)
        {
            // random object used to generate random port
            Random rnd = new Random();

            UdpSocket client = UdpSocket.Create <UdpPlatformManaged, DummySerializer>();

            client.Start(UdpEndPoint.Any);
            client.Connect(new UdpEndPoint(UdpIPv4Address.Localhost, (ushort)(14000 + rnd.Next(count))));

            while (true)
            {
                UdpEvent ev;

                while (client.Poll(out ev))
                {
                    UdpLog.User("Event raised {0}", ev.EventType);

                    switch (ev.EventType)
                    {
                    case UdpEventType.Connected:
                        UdpLog.User("Connected to server at {0}", ev.Connection.RemoteEndPoint);
                        break;
                    }
                }

                // Simulate ~60fps game loop
                Thread.Sleep(16);
            }
        }
Exemple #6
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    public static UdpSocket CreatePlatformSpecificSocket <TSerializer> (UdpConfig config) where TSerializer : UdpSerializer, new()
    {
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER
        return(UdpSocket.Create <UdpPlatformManaged, TSerializer>(config));
#elif UNITY_IPHONE
        return(UdpSocket.Create <UdpPlatformIOS, TSerializer>(config));
#elif UNITY_ANDROID
        return(UdpSocket.Create <UdpPlatformAndroid, TSerializer>(config));
#else
        throw new System.NotImplementedException("UdpKit doesn't support the current platform");
#endif
    }
Exemple #7
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    public static UdpSocket CreatePlatformSpecificSocket <TSerializer> (UdpConfig config) where TSerializer : UdpSerializer, new()
    {
#if UNITY_IPHONE
        return(UdpSocket.Create <UdpPlatformIOS, TSerializer>(config));
#elif UNITY_ANDROID
        return(UdpSocket.Create <UdpPlatformAndroid, TSerializer>(config));
#elif UNITY_WEBPLAYER || UNITY_STANDALONE || UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX
        return(UdpSocket.Create <UdpPlatformManaged, TSerializer>(config));
#else
        throw new NotSupportedException(string.Format("UdpKit doesn't support the platform '{0}'", Application.platform));
#endif
    }
Exemple #8
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        static void Server()
        {
#if DISABLE_AUTO_ACCEPT
            UdpConfig config = new UdpConfig();
            config.AutoAcceptIncommingConnections = false;
#else
            UdpConfig config = new UdpConfig();
#endif
            UdpSocket server = UdpSocket.Create <UdpPlatformManaged, DummySerializer>(config);
            server.Start(new UdpEndPoint(UdpIPv4Address.Localhost, 14000));

            while (true)
            {
                UdpEvent ev = default(UdpEvent);

                while (server.Poll(ref ev))
                {
                    UdpLog.User("Event raised {0}", ev.EventType);

                    switch (ev.EventType)
                    {
                    case UdpEventType.Connected:
                        UdpLog.User("Client connected from {0}, total clients connected: {1}", ev.Connection.RemoteEndPoint, server.ConnectionCount);
                        break;

#if ENABLE_MANUAL_ACCEPT
                    case UdpEventType.ConnectRequest:
                        UdpLog.User("Connection requested from {0}", ev.EndPoint);
                        server.Accept(ev.EndPoint);
                        break;
#endif
                    }
                }

                // Simulate ~60fps game loop
                Thread.Sleep(16);
            }
        }
Exemple #9
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 public Server()
 {
     socket = UdpSocket.Create <UdpPlatformManaged, ChatSerializer>();
     socket.Start(new UdpEndPoint(UdpIPv4Address.Localhost, 14000));
     clients = new List <UdpConnection>();
 }
Exemple #10
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 public Client()
 {
     socket = UdpSocket.Create <UdpPlatformManaged, ChatSerializer>();
     socket.Start(UdpEndPoint.Any);
     socket.Connect(new UdpEndPoint(UdpIPv4Address.Localhost, 14000));
 }
Exemple #11
0
 public SocketObject()
 {
     socket = UdpSocket.Create <UdpPlatformManaged, Serializer>(new UdpConfig {
         SimulatedLoss = 0.25f, ConnectionTimeout = 100000000, PingTimeout = 10, ConnectionLimit = -1
     });
 }