public virtual void Start() { //RESETS OUT DATA m_Driver = NetworkDriver.Create(); //CONFIGURATION NetworkEndPoint endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; //BIND THE NET DRIVER if (m_Driver.Bind(endpoint) != 0) { Debug.Log(LogPrefix + "Faileld to bind port 9000"); } else { //start listening m_Driver.Listen(); } //init the list to hold out connections m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); RegisterMessageHandlerClasses(); }
void Start() { lastTimeSendAllPlayerInfo = Time.time; intervalTimeSendingAllPlayerInfo = 0.03f; // Driver -> like socket m_Driver = NetworkDriver.Create(); // 어디에 연결할지, AnyIpv4--> 머신이 돌아가는 위치의 IP // -> where to connect. AnyIpv4 is the location of machine's ip var endpoint = NetworkEndPoint.AnyIpv4; // Port setting endpoint.Port = serverPort; // Bind the socket if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } //if bind is good, server is ready to accept clients' connections else { m_Driver.Listen(); } //커넥션 - 서버가 클라들의 접속을 알수있게(관리함) 해주는 다리, NativeList--> List와 비슷 // -> m_Connections is like bridges that server knows which clients want to connect to the server. NativeList is a List m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
// -- lifecycle -- private void Start() { mDriver = NetworkDriver.Create(new NetworkConfigParameter() { disconnectTimeoutMS = int.MaxValue, }); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = Config.kPort; var res = mDriver.Bind(endpoint); if (res != 0) { Log.E($"Host - failed to listen on port {Config.kPort} (err: {res})"); } else { mDriver.Listen(); Log.I($"Host - listen on {Config.kPort}"); } mConnections = new NativeList <NetworkConnection>(kMaxConnections, Allocator.Persistent); }
void Start() { networkDriver = NetworkDriver.Create(); NetworkEndPoint endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (!GameManager.Instance.LOCAL) { endpoint = NetworkEndPoint.Parse(IPAdress, 9000); } if (networkDriver.Bind(endpoint) != 0) { Debug.Log("Failed to bind port"); } else { networkDriver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); serverMessagesQueue = new Queue <MessageHeader>(); for (int i = 0; i < ServerCallbacks.Length; i++) { ServerCallbacks[i] = new MessageEvent(); } ServerCallbacks[(int)MessageHeader.MessageType.SetName].AddListener(HandleSetName); ServerCallbacks[(int)MessageHeader.MessageType.PlayerLeft].AddListener(DisconnectClient); }
//#endif public virtual void Init() { updateTimer = 1 / TICKS_PER_SECONDS; lastUpdate = Time.time; driver = NetworkDriver.Create(); NetworkEndPoint endPoint = NetworkEndPoint.AnyIpv4; // Allow anybody to connect to us endPoint.Port = PORT; netMessageHandlerManager = new NetMessageHandlerManager(this); messageSender = new MessageSender(this); entityManager = new EntityManager(); players = new Dictionary <int, NetworkConnection>(); if (driver.Bind(endPoint) != 0) { Logs.Error($"Error while binding to {PORT}"); Shutdown(); } else { driver.Listen(); Logs.Print($"Server running at port {PORT} with {TICKS_PER_SECONDS} ticks/s"); } connections = new NativeList <NetworkConnection>(MAX_CLIENTS, Allocator.Persistent); }
public void Start() { networkDriver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (networkDriver.Bind(endpoint) != 0) { Debug.Log("Failed to bind port"); } else { networkDriver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); receivedMessagesQueue = new Queue <AdressedMessage>(); sendMessagesQueue = new Queue <AdressedMessage>(); //assign all eventlisteners for (int i = 0; i < ServerCallbacks.Length; i++) { ServerCallbacks[i] = new AdressedMessageEvent(); } ServerCallbacks[(int)Message.MessageType.SetName].AddListener(serverManager.HandleSetName); ServerCallbacks[(int)Message.MessageType.MoveRequest].AddListener(serverManager.HandleMoveRequest); ServerCallbacks[(int)Message.MessageType.AttackRequest].AddListener(serverManager.HandleAttackRequest); ServerCallbacks[(int)Message.MessageType.DefendRequest].AddListener(serverManager.HandleDefendRequest); ServerCallbacks[(int)Message.MessageType.ClaimTreasureRequest].AddListener(serverManager.HandleClaimTreasureRequest); ServerCallbacks[(int)Message.MessageType.LeaveDungeonRequest].AddListener(serverManager.HandleLeaveDungeonRequest); Debug.Log("Host Started"); }
void Start() { m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); m_Room = new NativeList <Room>(16, Allocator.Persistent); m_ConnectedClients = new NativeMultiHashMap <int, Client>(16, Allocator.Persistent); m_ConnectionIndexToRoomID = new NativeHashMap <int, int>(1, Allocator.Persistent); m_ServerAddressToRoomID = new NativeHashMap <FixedString32, int>(1, Allocator.Persistent); m_ReleasedRoomIds = new NativeList <Room>(Allocator.Persistent); // Driver can be used as normal m_Driver = NetworkDriver.Create(); // Driver now knows about this pipeline and can explicitly be asked to send packets through it (by default it sends directly) m_Pipeline = m_Driver.CreatePipeline(typeof(UnreliableSequencedPipelineStage)); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = Config.ListenPort; if (m_Driver.Bind(endpoint) != 0) { Console.WriteLine($"[ERROR]Failed to bind to port {Config.ListenPort}"); } else { m_Driver.Listen(); } }
void Start() { CurrentGameState = GameState.Lobby; m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port 9000"); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); aliveMessage = new GameObject().AddComponent <AliveMessageHandler>(); aliveMessage.InitializeMessage(3f, false); aliveMessage.gameObject.name = "AliveMessage_Server"; DontDestroyOnLoad(aliveMessage); }
public void SetupServerAndClientAndConnectThem(int bufferSize) { //setup server server_driver = NetworkDriver.Create(new NetworkDataStreamParameter { size = bufferSize }); NetworkEndPoint server_endpoint = NetworkEndPoint.LoopbackIpv4; server_endpoint.Port = 1337; server_driver.Bind(server_endpoint); server_driver.Listen(); //setup client client_driver = NetworkDriver.Create(new NetworkDataStreamParameter { size = bufferSize }); clientToServerConnection = client_driver.Connect(server_endpoint); //update drivers client_driver.ScheduleUpdate().Complete(); server_driver.ScheduleUpdate().Complete(); //accept connection connectionToClient = server_driver.Accept(); server_driver.ScheduleUpdate().Complete(); ev = server_driver.PopEventForConnection(connectionToClient, out stream); Assert.IsTrue(ev == NetworkEvent.Type.Empty, "Not empty NetworkEvent on the server appeared"); client_driver.ScheduleUpdate().Complete(); ev = clientToServerConnection.PopEvent(client_driver, out stream); Assert.IsTrue(ev == NetworkEvent.Type.Connect, "NetworkEvent should have Type.Connect on the client"); }
void Start() { networkDriver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 9000; if (networkDriver.Bind(endpoint) != 0) { Debug.Log("Failed to bind port"); } else { networkDriver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); messagesQueue = new Queue <MessageHeader>(); for (int i = 0; i < ServerCallbacks.Length; i++) { ServerCallbacks[i] = new MessageEvent(); } ServerCallbacks[(int)MessageHeader.MessageType.SetName].AddListener(HandleSetName); }
void Start() { //Create driver m_Driver = NetworkDriver.Create(); //Create server address var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; //If bind is not failed - listen if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } //Create list of connections m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); playersIds = new NativeList <int>(16, Allocator.Persistent); //Create dictionary of players ids and data players = new Dictionary <string, NetworkObjects.NetworkPlayer>(); //Reset timer curTimeToSend = timeToSend; }
public void CreateDriver(int minConnections, int maxConnections) { this.minConnections = minConnections; this.maxConnections = maxConnections; DestroyDriver(); // Create a new driver and listen for connections. driver = NetworkDriver.Create(new ReliableUtility.Parameters { WindowSize = 32 }); reliablePipeline = driver.CreatePipeline(typeof(ReliableSequencedPipelineStage)); var endPoint = NetworkEndPoint.AnyIpv4; endPoint.Port = 9000; var binding = driver.Bind(endPoint); Assert.AreEqual(0, binding); driver.Listen(); connections = new NativeList <NetworkConnection>(maxConnections, Allocator.Persistent); playerInfoByID = new NativeHashMap <int, PlayerInfo>(maxConnections, Allocator.Persistent); readMessage = ReadJoingingAreaMessages; }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 12345; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port 12345"); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(2, Allocator.Persistent); }
private void Start() { Debug.Log("[Notice] Setting up server..."); m_clientIDDict = new Dictionary <int, NetworkObjects.NetworkPlayer>(); m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; //Get this server side IP endpoint.Port = serverPort; // Apply server port //Try to bind driver to address if (m_Driver.Bind(endpoint) != 0) { Debug.LogError("[Error] Failed to bind to port " + serverPort); } else { m_Driver.Listen(); //Start listening for messages on successful bind } Debug.Log("[Notice] Server Ready."); m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); //Set initial capacity to 16, set memory allocation to persistent (?) StartCoroutine(UpdateClientsRoutine(m_serverUpdateInterval)); }
public static void StartServer() { Console.Log("Starting server.."); var config = new NetworkConfigParameter { connectTimeoutMS = CONNECT_TIMEOUT, disconnectTimeoutMS = DISCONNECT_TIMEOUT, maxConnectAttempts = MAX_CONNECTION_ATTEMPTS }; Driver = NetworkDriver.Create(config); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = PORT; if (Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + PORT); } else { Driver.Listen(); // Sets the NetworkDriver in the Listen state } connections = new NativeList <NetworkConnection>(MAX_CONNECTIONS, Allocator.Persistent); Console.Log("Server is up and running!"); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 12345; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to Bind to Port9000"); //Its over 9000! } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); clients = new List <Client>(); players = new List <GameObject>(); }
// Start is called before the first frame update void Start() { serverDataHolder = new ServerDataHolder(); networkDriver = NetworkDriver.Create(); NetworkEndPoint endPoint = NetworkEndPoint.AnyIpv4; //might use var instead endPoint.Port = 9000; if (!Tools.LOCAL) { endPoint = NetworkEndPoint.Parse(Tools.IP, 9000); } if (networkDriver.Bind(endPoint) != 0) { Debug.Log("Failed to bind port to" + endPoint.Port); } else { networkDriver.Listen(); } connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); messagesQueue = new Queue <MessageHeader>(); for (int i = 0; i < ServerCallbacks.Length; i++) { ServerCallbacks[i] = new MessageEvent(); } ServerCallbacks[(int)MessageHeader.MessageType.setName].AddListener(HandleSetName); }
public void IPC_Setup() { Driver = TestNetworkDriver.Create(new NetworkDataStreamParameter { size = 64 }); RemoteDriver = TestNetworkDriver.Create(new NetworkDataStreamParameter { size = 64 }); RemoteDriver.Bind(NetworkEndPoint.LoopbackIpv4); RemoteDriver.Listen(); }
public void IPC_Setup() { Driver = TestNetworkDriver.Create(new NetworkDataStreamParameter { size = 64 }); RemoteDriver = TestNetworkDriver.Create(new NetworkDataStreamParameter { size = 64 }); RemoteDriver.Bind(NetworkEndPoint.LoopbackIpv4); RemoteDriver.Listen(); ToRemoteConnection = Driver.Connect(RemoteDriver.LocalEndPoint()); Driver.ScheduleFlushSend(default).Complete();
public void Start(NetworkDriver serverDriver) { if (IsActive) { serverDriver.Dispose(); throw new InvalidOperationException("Cannot start server: is already active"); } if (!_initialized) { serverDriver.Dispose(); throw new InvalidOperationException("Cannot start server: not initialized. You must call Init() first"); } if (_serverDriver.IsCreated) { _serverDriver.Dispose(); } _serverDriver = serverDriver; _unreliablePipeline = _useSimulationPipeline ? _serverDriver.CreatePipeline(typeof(SimulatorPipelineStage)) : NetworkPipeline.Null; _reliablePipeline = _useSimulationPipeline ? _serverDriver.CreatePipeline(typeof(ReliableSequencedPipelineStage), typeof(SimulatorPipelineStage)) : _serverDriver.CreatePipeline(typeof(ReliableSequencedPipelineStage)); _connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); foreach (ushort port in _ports) { _endPoint.Port = port; if (_serverDriver.Bind(_endPoint) != 0) { continue; } _serverDriver.Listen(); State = ServerState.Started; Debug.Log($"Started server on port {_endPoint.Port}"); break; } if (State != ServerState.Started) { _connections.Dispose(); _serverDriver.Dispose(); Application.Quit(-1); throw new NetException("Failed to bind to any port"); } }
public void SetupServerAndClientAndConnectThem(int bufferSize) { //setup server server_driver = NetworkDriver.Create(new NetworkDataStreamParameter { size = bufferSize }); NetworkEndPoint server_endpoint = NetworkEndPoint.LoopbackIpv4; server_endpoint.Port = 1337; var ret = server_driver.Bind(server_endpoint); int maxRetry = 10; while (ret != 0 && --maxRetry > 0) { server_endpoint.Port += 17; ret = server_driver.Bind(server_endpoint); } ; Assert.AreEqual(ret, 0, "Failed to bind the socket"); server_driver.Listen(); //setup client client_driver = NetworkDriver.Create(new NetworkDataStreamParameter { size = bufferSize }); clientToServerConnection = client_driver.Connect(server_endpoint); //update drivers client_driver.ScheduleUpdate().Complete(); for (int i = 0; i < 10; ++i) { server_driver.ScheduleUpdate().Complete(); //accept connection connectionToClient = server_driver.Accept(); if (connectionToClient.IsCreated) { break; } } Assert.IsTrue(connectionToClient.IsCreated, "Failed to accept the connection"); ev = PollDriverAndFindDataEvent(ref server_driver, connectionToClient, NetworkEvent.Type.Empty); Assert.IsTrue(ev == NetworkEvent.Type.Empty, $"Not empty NetworkEvent on the server appeared, got {ev} using {backend}"); ev = PollDriverAndFindDataEvent(ref client_driver, clientToServerConnection, NetworkEvent.Type.Connect); Assert.IsTrue(ev == NetworkEvent.Type.Connect, $"NetworkEvent should have Type.Connect on the client, but got {ev} using {backend}"); }
public bool Listen(NetworkEndPoint endpoint) { if (Driver.Bind(endpoint) != 0) { Debug.Log($"Failed to bind to port {endpoint.Port}!"); return(false); } if (Driver.Listen() != 0) { Debug.Log($"Listen Error!"); } _driverListening = true; return(true); }
public bool Listen(NetworkEndPoint endpoint) { LastDriverWriter.Complete(); // Switching to server mode if (m_Driver.Bind(endpoint) != 0) { return(false); } if (m_Driver.Listen() != 0) { return(false); } m_DriverListening = true; m_ConcurrentDriver = m_Driver.ToConcurrent(); return(true); }
void Start() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
void Start() { m_Driver = NetworkDriver.Create(); var endPoint = NetworkEndPoint.AnyIpv4; endPoint.Port = 9000; if (m_Driver.Bind(endPoint) != 0) { Debug.Log("Erro! Porta ja esta sendo usada!"); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
public bool Listen(NetworkEndPoint endpoint) { LastDriverWriter.Complete(); // Switching to server mode if (m_Driver.Bind(endpoint) != 0) { return(false); } if (m_Driver.Listen() != 0) { return(false); } m_DriverListening = true; // FIXME: Bind breaks all copies of the driver nad makes them send to the wrong socket m_ConcurrentDriver = m_Driver.ToConcurrent(); return(true); }
void Awake() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = m_ServerPort; if (m_Driver.Bind(endpoint) != 0) { //flag error } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); m_Rooms = new List <GameObject>(); m_NetworkPlayers = new List <C4NO.NetworkPlayer>(16); }
void Start() { // Create the server driver, bind it to a port and start listening for incoming connections m_ServerDriver = NetworkDriver.Create(); var addr = NetworkEndPoint.AnyIpv4; addr.Port = 9000; if (m_ServerDriver.Bind(addr) != 0) { Debug.Log("Failed to bind to port 9000"); } else { m_ServerDriver.Listen(); } m_connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); }
private void Awake() { m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = 12345; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind port"); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); clients = new List <Client>(); players = new List <GameObject>(); }
void Start() { Debug.Log("Initialized."); m_Driver = NetworkDriver.Create(); var endpoint = NetworkEndPoint.AnyIpv4; endpoint.Port = serverPort; if (m_Driver.Bind(endpoint) != 0) { Debug.Log("Failed to bind to port " + serverPort); } else { m_Driver.Listen(); } m_Connections = new NativeList <NetworkConnection>(16, Allocator.Persistent); InvokeRepeating("HandShake", 0.0f, 2.0f); }