void Awake() { // Client Initialization m_ClientDriver = new UdpNetworkDriver(new NetworkConfigParameter { connectTimeoutMS = 35000, disconnectTimeoutMS = 35000, maxConnectAttempts = 10, maxFrameTimeMS = 10 }); m_ClientWorld = new World($"Client World #{GetInstanceID()}"); b_EndOfFrame = m_ClientWorld.CreateSystem <B_EndOfFrame>(); s_ManageClientConnections = m_ClientWorld.CreateSystem <S_ManageClientConnections>(); s_ManageClientConnections.Driver = m_ClientDriver; s_ManageClientConnections.CreateConnectionsBarrier = b_EndOfFrame; S_HandleClientConnectionEvent s_HandleClientConnectionEvent = m_ClientWorld.CreateSystem <S_HandleClientConnectionEvent>(); S_HandleTextReceived s_HandleTextReceived = m_ClientWorld.CreateSystem <S_HandleTextReceived>(); s_HandleTextReceived.CleanupMessageBarrier = b_EndOfFrame; S_HandleVisorMessageReceived s_HandleVisorMessageReceived = m_ClientWorld.CreateSystem <S_HandleVisorMessageReceived>(); s_HandleVisorMessageReceived.CleanupMessageBarrier = b_EndOfFrame; ug_Network = m_ClientWorld.CreateSystem <UG_Network>(); ug_Network.AddSystemToUpdateList(s_ManageClientConnections); ug_Network.AddSystemToUpdateList(s_HandleClientConnectionEvent); ug_Network.AddSystemToUpdateList(s_HandleTextReceived); ug_Network.AddSystemToUpdateList(s_HandleVisorMessageReceived); ug_Network.SortSystemUpdateList(); }
public void Initialize(ushort p_Port) { // Server Initialization m_ServerDriver = new UdpNetworkDriver(new NetworkConfigParameter { connectTimeoutMS = 35000, disconnectTimeoutMS = 35000, maxConnectAttempts = 10, maxFrameTimeMS = 10 }); NetworkEndPoint t_ServerEndpoint = NetworkEndPoint.AnyIpv4; t_ServerEndpoint.Port = p_Port; if (m_ServerDriver.Bind(t_ServerEndpoint) != 0) { Debug.Log($"Failed to bind to port {p_Port}"); } else { m_ServerDriver.Listen(); } m_ServerWorld = new World("Server World"); b_EndOfFrame = m_ServerWorld.CreateSystem <B_EndOfFrame>(); S_ManageServerConnections s_ManageServerConnections = m_ServerWorld.CreateSystem <S_ManageServerConnections>(); s_ManageServerConnections.Driver = m_ServerDriver; s_ManageServerConnections.ConcurrentDriver = m_ServerDriver.ToConcurrent(); s_ManageServerConnections.CreateConnectionsBarrier = b_EndOfFrame; S_GenerateGrid s_GenerateGrid = m_ServerWorld.CreateSystem <S_GenerateGrid>(5, 5); S_MovePlayer s_MovePlayer = m_ServerWorld.CreateSystem <S_MovePlayer>(); s_MovePlayer.CleanupMessageBarrier = b_EndOfFrame; S_DamageWall s_DamageWall = m_ServerWorld.CreateSystem <S_DamageWall>(); s_DamageWall.CleanupMessageBarrier = b_EndOfFrame; S_RepairWall s_RepairWall = m_ServerWorld.CreateSystem <S_RepairWall>(); s_RepairWall.CleanupMessageBarrier = b_EndOfFrame; S_ShootPlayer s_ShootPlayer = m_ServerWorld.CreateSystem <S_ShootPlayer>(); s_ShootPlayer.CleanupMessageBarrier = b_EndOfFrame; ug_ServerNetwork = m_ServerWorld.CreateSystem <UG_Network>(); ug_ServerNetwork.AddSystemToUpdateList(s_ManageServerConnections); ug_ServerNetwork.AddSystemToUpdateList(s_GenerateGrid); ug_ServerNetwork.AddSystemToUpdateList(s_MovePlayer); ug_ServerNetwork.AddSystemToUpdateList(s_DamageWall); ug_ServerNetwork.AddSystemToUpdateList(s_RepairWall); ug_ServerNetwork.AddSystemToUpdateList(s_ShootPlayer); ug_ServerNetwork.SortSystemUpdateList(); }