Esempio n. 1
0
 /// <summary>
 /// Uninitializes this instance.  Cleanup refernces here.
 /// </summary>
 protected void Uninitialize()
 {
     StopCoroutine("_listener.Listen");
     StopCoroutine("RequestMessage");
     //_listener.Stop();
     Disconnect();
     OCPortManager.ReleasePort(_port);
 }
        protected void InitializeNetworkElement(string id)
        {
            UnityEngine.Debug.Log("In InitializeNetworkElement, my GUID is " + VerificationGuid);
            _ID   = id;
            _port = OCPortManager.AllocatePort();
            _IP   = Dns.GetHostEntry(Dns.GetHostName()).AddressList[0];
            // routerIpString appears to only be set in the obsoleted OldNetworkElement class in the old project...
            //_routerIP = IPAddress.Parse(this.routerIpString);
            // so we'll try the new way for now
            string strConfigIP = OCConfig.Instance.get("ROUTER_IP", "192.168.1.48");

            _routerIP   = IPAddress.Parse(strConfigIP);
            _routerPort = OCConfig.Instance.getInt("ROUTER_PORT", 16312);

//		if (_routerIP.ToString() == string.Empty)
//		{
//			_routerIP = IPAddress.Parse ("158.132.219.182");
//			_routerPort = 16312;
//			UnityEngine.Debug.Log ("Using hardcoded IP: " + _routerIP.ToString() + ":" + _routerPort);
//		}

            OCServerListener.Instance.Initialize(this);
            _listener = OCServerListener.Instance;

            StartCoroutine(Connect());

            UnityEngine.Debug.Log("StartCoroutine(_listener.Listen())");

            if (bool.Parse(OCConfig.Instance.get("GENERATE_TICK_MESSAGE")))
            {
                UnityEngine.Debug.Log("Generation of tick messages is enabled.");
            }

            //StartCoroutine(_listener.Listen());
            //StartCoroutine(RequestMessage(1));
        }
Esempio n. 3
0
        protected void InitializeNetworkElement(string id)
        {
            UnityEngine.Debug.Log("In InitializeNetworkElement, my GUID is " + VerificationGuid);
            _ID   = id;
            _port = OCPortManager.AllocatePort();

// Temporarily reverted to:
            _IP = Dns.GetHostEntry(Dns.GetHostName()).AddressList[0];

// See: https://github.com/opencog/unity3d-opencog-game/issues/15#issuecomment-36709935

//		// http://stackoverflow.com/questions/1069103/how-to-get-my-own-ip-address-in-c
//		IEnumerable<NetworkInterface> networkInterfaces =
//			from entry in System.Net.NetworkInformation.NetworkInterface.GetAllNetworkInterfaces()
//			where entry.OperationalStatus.Equals (OperationalStatus.Up)
//			select entry;
//
//		foreach (NetworkInterface networkInterface in networkInterfaces)
//		{
//			IPInterfaceProperties ipProperties = networkInterface.GetIPProperties();
//			UnicastIPAddressInformationCollection unicastAddresses = ipProperties.UnicastAddresses;
//
//			foreach (UnicastIPAddressInformation unicastAddress in unicastAddresses)
//			{
//				if (unicastAddress.DuplicateAddressDetectionState == DuplicateAddressDetectionState.Preferred &&
//					unicastAddress.AddressPreferredLifetime != System.UInt32.MaxValue)
//						_IP = unicastAddress.Address;
//			}
//		}

            UnityEngine.Debug.Log("IP Address detected: " + _IP);

            // routerIpString appears to only be set in the obsoleted OldNetworkElement class in the old project...
            //_routerIP = IPAddress.Parse(this.routerIpString);
            // so we'll try the new way for now
            string strConfigIP = OCConfig.Instance.get("ROUTER_IP", "192.168.1.48");

            _routerIP   = IPAddress.Parse(strConfigIP);
            _routerPort = OCConfig.Instance.getInt("ROUTER_PORT", 16312);

//		if (_routerIP.ToString() == string.Empty)
//		{
//			_routerIP = IPAddress.Parse ("158.132.219.182");
//			_routerPort = 16312;
//			UnityEngine.Debug.Log ("Using hardcoded IP: " + _routerIP.ToString() + ":" + _routerPort);
//		}

            OCServerListener.Instance.Initialize(this);
            _listener = OCServerListener.Instance;

            StartCoroutine(Connect());

            UnityEngine.Debug.Log("StartCoroutine(_listener.Listen())");

            if (bool.Parse(OCConfig.Instance.get("GENERATE_TICK_MESSAGE")))
            {
                UnityEngine.Debug.Log("Generation of tick messages is enabled.");
            }

            //StartCoroutine(_listener.Listen());
            //StartCoroutine(RequestMessage(1));
        }