// Use this for initialization void Start() { Debug.Log("Hello From Me"); SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate = this; if (maxClients == 0) { maxClients = 10; } string separatorString = "&"; if (portNumber <= 1024) { portNumber = 8888; } if (ipAddress.Equals("")) { ipAddress = "127.0.0.1"; } Encoding encoding = Encoding.UTF8; this.socketServer = new SCL_SocketServer( clientSocketHandlerDelegate, maxClients, separatorString, ipAddress, portNumber, encoding); this.socketServer.StartListeningForConnections(); Debug.Log(String.Format( "Started socket server at {0} on port {1}", this.socketServer.LocalEndPoint.Address, this.socketServer.PortNumber)); }
void OnEnable() { SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate = this; socketServer = new SCL_SocketServer(clientSocketHandlerDelegate, 5, "\n", port, Encoding.UTF8); socketServer.StartListeningForConnections(); }
void OnDisable() { if (socketServer != null) { socketServer.Cleanup(); socketServer = null; } }
//Executed upon application exit void OnApplicationQuit() { for (int i = 0; i < maxObjects; i++) { if (true == cubeArray[i].valid) { Destroy(cubeArray[i].cubeObj); cubeArray[i].valid = false; } } Debug.Log("Cleaning up socket server"); this.socketServer.Cleanup(); this.socketServer = null; }
// Use this for initialization void Start() { Debug.Log("Hello From Me"); SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate = this; int maxClients = 1; string separatorString = "&"; int portNumber = 13000; Encoding encoding = Encoding.UTF8; this.socketServer = new SCL_SocketServer( clientSocketHandlerDelegate, maxClients, separatorString, portNumber, encoding); this.socketServer.StartListeningForConnections(); Debug.Log(String.Format( "Started socket server at {0} on port {1}", this.socketServer.LocalEndPoint.Address, this.socketServer.PortNumber)); }
//Initialization void Start() { for (int i = 0; i < maxObjects; i++) { cubeArray[i].valid = false; cubeArray[i].cubeObj = null; //GameObject object that is physically placed in the Unity Engine cubeArray[i].cFlag = false; //"create" flag for FixedUpdate() method cubeArray[i].dFlag = false; //"destroy" flag for FixedUpdate() method cubeArray[i].mFlag = false; //"move" flag for FixedUpdate() method } SCL_IClientSocketHandlerDelegate socketDelegate = this; int maxClients = 1; string separatorString = "+"; int portNumber = 13000; Encoding encoding = Encoding.UTF8; this.socketServer = new SCL_SocketServer(socketDelegate, maxClients, separatorString, portNumber, encoding); this.socketServer.StartListeningForConnections(); Debug.Log(String.Format( "Started socket server at {0} on port {1}", this.socketServer.LocalEndPoint.Address, this.socketServer.PortNumber)); }
void OnApplicationQuit() { Debug.Log("Cleaning up socket server"); this.socketServer.Cleanup(); this.socketServer = null; }