/// <summary> /// Set up the server, bind to a socket. Use Start to fully start the server after running this /// </summary> /// <param name="configuration"></param> public static void InitializeServer(ServerConfiguration configuration) { Configuration = configuration; if (peer != null && peer.Status != NetPeerStatus.NotRunning) { Debug.LogError("cannot start server while already running"); return; } _netPeerConfiguration = new NetPeerConfiguration(Configuration.AppIdentifier); _netPeerConfiguration.Port = Configuration.ListenPort; _netPeerConfiguration.MaximumConnections = Configuration.MaximumConnections; _netPeerConfiguration.ReceiveBufferSize = Configuration.ReceiveBuffer; _netPeerConfiguration.SendBufferSize = Configuration.SendBuffer; connections = new IntDictionary<NetConnection>(Configuration.MaximumConnections); //pnet specific things... _netPeerConfiguration.AutoFlushSendQueue = false; _netPeerConfiguration.SetMessageTypeEnabled(NetIncomingMessageType.ConnectionApproval, true); peer = new NetServer(_netPeerConfiguration); tcpServer = new TcpServer(); peer.Start(); tcpServer.Start(Configuration.TcpListenPort); var serverId = connections.Add(null); var serverPlayer = new Player(); serverPlayer.Id = (ushort)serverId; Player.Server = serverPlayer; GameState.update += Update; GameState.lateUpdate += LateUpdate; }
public void TestInitialize() { _server = new TcpServer(); _server.Start(14000); Thread.Sleep(100); }