public override void Awake() { Debug.LogError("Using Error to force Unity log to show..."); ExecutableDirectory = new System.IO.DirectoryInfo(UnityEngine.Application.dataPath).Parent; Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None); Debug.unityLogger.filterLogType = LogType.Log; ServerDirectory = ExecutableDirectory; var launchArgs = Environment.GetCommandLineArgs(); if (launchArgs.Length > 0) { List <CommandLineArg> finalArgs = new List <CommandLineArg>(); string name = ""; List <string> args = new List <string>(); for (int i = 0; i < launchArgs.Length; i++) { var lArg = launchArgs[i]; if (lArg.Substring(0, 1) == "-") { if (i != 0 || args.Count > 0) { finalArgs.Add(new CommandLineArg(name, args.ToArray())); } name = lArg; args = new List <string>(); } else { args.Add(lArg); } } finalArgs.Add(new CommandLineArg(name, args.ToArray())); CommandLineArgs = finalArgs.ToArray(); } Log.Info($"Target frame rate: {Application.targetFrameRate}"); Application.targetFrameRate = 60; Log.Info($"New target frame rate: {Application.targetFrameRate}"); foreach (var arg in CommandLineArgs) { if (arg.Name.ToLower() == "-serverdir" && arg.Arguments.Length > 0) { ServerDirectory = new System.IO.DirectoryInfo(arg.Arguments[0]); if (!ServerDirectory.Exists) { Log.Error($"Server directory ({ServerDirectory}) does not exist! Not running server."); return; } } } Log.Info($"Executable directory: {ExecutableDirectory}"); Log.Info($"Server directory: {ServerDirectory}"); ReadSettings(); Instance = this; MasterServer.ipAddress = "54.213.90.85"; MasterServer.port = 23466; Network.natFacilitatorIP = "54.213.90.85"; Network.natFacilitatorPort = 50005; View = gameObject.GetComponent <NetworkView>(); View.viewID = new NetworkViewID(); Server = new DistanceServer(); Server.Init(); LoadPlugins(); Log.WriteLine($"Starting server version {Server.DistanceVersion} on port {Server.Port} (UseNat: {Server.UseNat})"); Network.InitializeServer(Server.MaxPlayers, Server.Port, Server.UseNat); }
public DistancePlayer(DistanceServer server, string guid) { Server = server; UnityPlayerGuid = guid; }