void Reset() { MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateSettings(); m_config = new MeshSyncServerConfig(projectSettings.GetDefaultServerConfig()); m_serverPort = projectSettings.GetDefaultServerPort(); }
void Reset() { MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateSettings(); m_config = MeshSyncProjectSettings.CreatePlayerConfig(MeshSyncPlayerType.SERVER); m_serverPort = projectSettings.GetDefaultServerPort(); }
/// <summary> /// Starts the server. If the server is already running, it will be restarted. /// </summary> public void StartServer() { #if UNITY_STANDALONE StopServer(); #if UNITY_EDITOR //Deploy HTTP assets to StreamingAssets DeployStreamingAssets.Deploy(); #endif MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateSettings(); m_serverSettings.port = (ushort)m_serverPort; m_serverSettings.zUpCorrectionMode = (ZUpCorrectionMode)m_config.ZUpCorrection; m_server = Server.Start(ref m_serverSettings); m_server.fileRootPath = GetServerDocRootPath(); m_server.AllowPublicAccess(projectSettings.GetServerPublicAccess()); m_handler = HandleRecvMessage; #if UNITY_EDITOR EditorApplication.update += PollServerEvents; #endif if (m_config.Logging) { Debug.Log("[MeshSync] Server started (port: " + m_serverSettings.port + ")"); } m_serverStarted = true; #else Debug.LogWarning("[MeshSync] Server functions are not supported in non-Standalone platform"); #endif //UNITY_STANDALONE }
//---------------------------------------------------------------------------------------------------------------------- #region Events #if UNITY_EDITOR void Reset() { MeshSyncProjectSettings projectSettings = MeshSyncProjectSettings.GetOrCreateSettings(); m_config = new SceneCachePlayerConfig(projectSettings.GetDefaultSceneCachePlayerConfig()); }