//----------------------------------------------------------------------------------------- public ServerListenerTCP(TCP_Config config) { _config = config; IPAddress ip = IPAddress.Parse(_config.address); _listener = new TcpListener(ip, _config.port); }
//----------------------------------------------------------------------------------------- public ClientListenerTCP(TCP_Config config) { _config = config; _tcpClient = new TcpClient(); }
public void SendInitMessages() { UnityEngine.Debug.Log("sending init messages"); //define event SendDefineEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.DEFINE, TCP_Config.GetDefineList()); //send name of this experiment SendSimpleJSONEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.EXPNAME, TCP_Config.ExpName); //send exp version SendSimpleJSONEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.VERSION, Config.VersionNumber); //send exp session SendSessionEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.SESSION, Experiment.sessionID, TCP_Config.sessionType); SendSimpleJSONEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.VERSION, Config.VersionNumber); //send subject ID SendSimpleJSONEvent(GameClock.SystemTime_Milliseconds, TCP_Config.EventType.SUBJECTID, ExperimentSettings.currentSubject.name); //NO LONGER REQUEST ALIGNMENT HERE. START IENUMERATOR WHEN TASK IS ACTUALLY STARTING //align clocks //SHOULD THIS BE FINISHED BEFORE WE START SENDING HEARTBEATS? -- NO //RequestClockAlignment(); //start heartbeat StartHeartbeatPoll(); //wait for "STARTED" message to be received }