void Awake() { Console.Clear(); psl = new Player_State_List(2); pil = new Player_Input_List(psl.userCount); connectedClients = new Socket[psl.userCount]; gameObjects = new GameObject[psl.userCount]; ao = new AsyncObject[psl.userCount]; prefeb = GameObject.Find("prefeb"); prefeb.SetActive(false); for (int i = 0; i < psl.userCount; i++) { psl.isConnected[i] = 0; ao[i] = new AsyncObject(i, BUFFER_SIZE); } showConnection(); listenThread = new Thread(Listening); listenThread.IsBackground = true; Console.WriteLine("Starting server..."); listenThread.Start(); }
void getBody(int BODY_SIZE) { ao.WorkingSocket.Receive(ao.Buffer, 0, BODY_SIZE, SocketFlags.None); string jsonData = Encoding.UTF8.GetString(ao.Buffer); // Debug.Log("[받음]" + jsonData); psl = Converter.JsonToOject <Player_State_List>(jsonData); psl.JsonToState(); // Debug.Log(psl); ao.ClearBuffer(); }
void Awake() { prefeb = GameObject.Find("prefeb"); prefeb.SetActive(false); ao = new AsyncObject(UID, BUFFER_SIZE); pi = new Player_Input(); psl = new Player_State_List(2); gameObjects = new GameObject[psl.userCount]; isInstantiate = new bool[psl.userCount]; for (int i = 0; i < psl.userCount; i++) { psl.states[i] = new Player_State(i); isInstantiate[i] = false; } positionThread = new Thread(Positioning); positionThread.IsBackground = true; Console.WriteLine("Starting client..."); positionThread.Start(); }