public CukunityClient(TcpClient client, CukunityServer server) { this.client = client; this.server = server; stream = client.GetStream(); buffer = new byte[BufferIncrease]; bufferUsedCount = 0; bufferedString = ""; signal = new ManualResetEvent(false); }
void Awake() { if (instance != null) { Destroy(gameObject); return; } instance = this; // prevent ourselves being removed from the scene when loading new levels DontDestroyOnLoad(gameObject); // start server requests = new List <CukunityRequest>(); StartCoroutine(Listen()); }
static private void OnAcceptTcpClientComplete(IAsyncResult result) { CukunityServer server = result.AsyncState as CukunityServer; TcpClient client = server.listener.EndAcceptTcpClient(result); Debug.LogWarning("Cukunity: client connected"); CukunityClient cukieClient = new CukunityClient(client, server); // ready for a new client server.listener.BeginAcceptTcpClient(OnAcceptTcpClientComplete, server); // start client cukieClient.SendAck(); }