public SCL_SocketServer(SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate,
                            int maxClients         = 1,
                            string separatorString = "\n",
                            int portNumber         = 13000,
                            Encoding encoding      = null)
    {
        this.portNumber = portNumber;
        this.clientSocketHandlerDelegate = clientSocketHandlerDelegate;
        this.separatorString             = separatorString;
        this.encoding             = (encoding != null) ? encoding : Encoding.UTF8;
        this.clientHandlerThreads = ArrayList.Synchronized(new ArrayList());
        this.maxClients           = maxClients;

        // this is the local endpoing through which we shall listen
        // for connections. the ip is resolved dynamically and the
        // host is somewhat arbitrary (can be set by user)
        IPHostEntry ipHostInfo = Dns.GetHostEntry(Dns.GetHostName());
        IPAddress   ipAddress  = ipHostInfo.AddressList[0];

        this.localEndPoint = new IPEndPoint(ipAddress, this.portNumber);

        // create the socket to listen to the tcp communication
        this.listener = new TcpListener(this.localEndPoint.Address, this.portNumber);
        Debug.Log("Created TCP listener.");
    }
Пример #2
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));
    }
Пример #3
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    void OnEnable()
    {
        SCL_IClientSocketHandlerDelegate clientSocketHandlerDelegate = this;

        socketServer = new SCL_SocketServer(clientSocketHandlerDelegate, 5, "\n", port, Encoding.UTF8);
        socketServer.StartListeningForConnections();
    }
Пример #4
0
 public SCL_ClientSocketHandler(TcpClient client, SCL_IClientSocketHandlerDelegate socketDelegate,
                                string separatorString, Encoding encoding)
 {
     this.client                 = client;
     this.encoding               = encoding;
     this.separatorSequence      = separatorString;
     this.separatorSequenceChars = separatorString.ToCharArray();
     this.socketDelegate         = socketDelegate;
 }
Пример #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));
    }