void OnGUI() { // client GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client")) { client.Connect("localhost", 1337); } GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client")) { client.Disconnect(); } // server GUI.enabled = !server.Active; if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server")) { server.Start(1337); } GUI.enabled = server.Active; if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server")) { server.Stop(); } GUI.enabled = true; }
void OnGUI() { // client GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client")) { client.Connect("localhost", 1337); GameObject.Instantiate(PlayerPrefab, Vector3.zero, Quaternion.identity); } GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client")) { client.Disconnect(); } // server GUI.enabled = !server.Active; if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server")) { server.Start(1337); } GUI.enabled = server.Active; if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server")) { server.Stop(); } GUI.enabled = true; }
static void Main(string[] args) { server = new Telepathy.Server(); server.Start(1337); Task.Run(() => { while (server.Active) { Telepathy.Message msg; while (server.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: // msg.connectionIdはクライアント接続時に+1される数値。1始まり Console.WriteLine("Telepathy.EventType.Connected : msg.connectionId=" + msg.connectionId); break; case Telepathy.EventType.Data: Console.WriteLine("Telepathy.EventType.Data : msg.connectionId=" + msg.connectionId + ", msg.data" + System.Text.Encoding.UTF8.GetString(msg.data)); // reply Console.WriteLine("send massage from server..."); server.Send(msg.connectionId, System.Text.Encoding.UTF8.GetBytes("send message from server...")); break; case Telepathy.EventType.Disconnected: Console.WriteLine("Telepathy.EventType.Disconnected : msg.connectionId=" + msg.connectionId); break; } } } }); bool break_flag = false; while (break_flag == false) { ConsoleKey k = Console.ReadKey().Key; switch (k) { case ConsoleKey.L: break; case ConsoleKey.Escape: break_flag = true; break; } } server.Stop(); }
void OnApplicationQuit() { // the client/server threads won't receive the OnQuit info if we are // running them in the Editor. they would only quit when we press Play // again later. this is fine, but let's shut them down here for consistency if (client != null) { client.Disconnect(); } if (server != null) { server.Stop(); } }
public void Stop() { _server.Stop(); }
public override void ServerStop() => server.Stop();
void OnApplicationQuit() { Debug.Log("BADNetworkServer.OnApplicationQuit"); _server.Stop(); }
void Stop() { server.Stop(); OnServerStopped(); }
void OnApplicationQuit() { server.Stop(); }