Exemplo n.º 1
0
    // 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));
    }
Exemplo n.º 2
0
    void OnEnable()
    {
        SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate = this;

        socketServer = new SCL_SocketServer(clientSocketHandlerDelegate, 5, "\n", port, Encoding.UTF8);
        socketServer.StartListeningForConnections();
    }
Exemplo n.º 3
0
 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;
 }
Exemplo n.º 5
0
    // 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));
    }
Exemplo n.º 7
0
 void OnApplicationQuit()
 {
     Debug.Log("Cleaning up socket server");
     this.socketServer.Cleanup();
     this.socketServer = null;
 }