Пример #1
0
 public Server(ISerializer serializer)
 {
     this.serializer            = serializer;
     group                      = new PeerGroup(serializer, UnityDebugger.GetInstance());
     listener                   = new EventBasedNetListener();
     netManager                 = new NetManager(listener);
     group.OnGroupReceiveEvent += OnReceivePacket;
     receiveTcs                 = new CancellationTokenSource();
 }
Пример #2
0
 public SimpleServer(ISerializer serializer) : base(serializer)
 {
     debugger = UnityDebugger.GetInstance();
     game     = new Game("Simple Game", debugger);
     groups   = new Dictionary <int, IPeerGroup>()
     {
         { group.GroupId, group }, { game.GroupId, game }
     };
 }
    private void Awake()
    {
        debugger = UnityDebugger.GetInstance();

        // New client peer before start
        peer      = new ClientPeer(FormmaterSerializer.GetInstance(), debugger);
        receivers = new Dictionary <int, List <IPacketReceiver> >();
        actions   = new Dictionary <int, List <Action <object> > >();
        channels  = new Dictionary <int, int>();
    }
 private object ToObject(byte[] source)
 {
     try
     {
         var formatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
         using (var stream = new MemoryStream(source))
         {
             formatter.Binder         = new CurrentAssemblyDeserializationBinder();
             formatter.AssemblyFormat = System.Runtime.Serialization.Formatters.FormatterAssemblyStyle.Simple;
             return(formatter.Deserialize(stream));
         }
     }
     catch (Exception e)
     {
         UnityDebugger.GetInstance().LogError(e);
         return(new object());
     }
 }