示例#1
0
        public NetworkReceiver(BaseNetwork baseNetwork)
        {
            m_UnityServer = UnityServer.Instance;
            m_BaseNetwork = baseNetwork;

            m_LoginHandler    = new LoginHandler();
            m_MovementHandler = new MovementHandler();
        }
示例#2
0
    public static void DeleteServer(UnityServer server = null)
    {
        var httpClient = new HttpClient();

        if (server == null)
        {
            server = MyServer;
        }

        ServicePointManager.ServerCertificateValidationCallback += (sender, cert, chain, sslPolicyErrors) => true;
        var result = httpClient.DeleteAsync($"{ServerListUrl}{server.Id}").ConfigureAwait(false).GetAwaiter().GetResult();

        Debug.Log($"Http DELETE {ServerListUrl}");
    }
示例#3
0
        /// <summary>
        /// Initliaze the game server - By button
        /// </summary>
        public void InitiliazeServer()
        {
            m_UnityServer = UnityServer.Instance;

            m_ServerListener = new TcpListener(IPAddress.Parse(BaseInformationReader.IpAdress), BaseInformationReader.Server_Port);
            m_ServerListener.Start();
            m_ServerListener.BeginAcceptTcpClient(OnAcceptNewClient, null);

            m_NetworkReceiver = new NetworkReceiver(this);
            NetworkSend       = new NetworkSender(this);

            MySQL = new MySql();
            MySQL.MySQLInit();
            m_UnityServer.AppendNewLog("The server has been initiliazed succesfully" + BaseInformationReader.Server_Port);

            InitiliazeClients();
        }
示例#4
0
        public IActionResult Post([FromBody] UnityServer server)
        {
            if (server.Id == 0)
            {
                server.Id = new Random().Next(0, 1000000);
            }

            server.LastActive = DateTime.UtcNow.ToUnixTimestamp();

            if (_cache.Servers.ContainsKey(server.Id))
            {
                _cache.Servers[server.Id] = server;
            }
            else
            {
                _cache.Servers.TryAdd(server.Id, server);
            }

            return(Ok(server));
        }
示例#5
0
    public static void PostServer(NetworkManager manager, UnityServer server = null)
    {
        var httpClient = new HttpClient();

        if (server == null)
        {
            server = MyServer;
        }

        MyServer.IpAddress = GetExternalIp();
        MyServer.Port      = manager.GetComponent <KcpTransport>().Port;
        ServicePointManager.ServerCertificateValidationCallback += (sender, cert, chain, sslPolicyErrors) => true;
        var result = httpClient.PostAsync(ServerListUrl, new StringContent(JsonConvert.SerializeObject(server), Encoding.UTF8, "application/json")).ConfigureAwait(false).GetAwaiter().GetResult();

        try {
            MyServer = JsonConvert.DeserializeObject <UnityServer>(result.Content.ReadAsStringAsync().ConfigureAwait(false).GetAwaiter().GetResult());
            Debug.Log($"Http POST {ServerListUrl}");
        } catch (Exception e) {
            Debug.LogWarning($"Failed to parse server response: {e.Message}");
        }
    }
示例#6
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    // Use this for initialization

    void Awake()
    {
        getActive = scriptObject.GetComponent <UnityServer>();
    }
示例#7
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    public GameObject scriptObject; UnityServer getData; // Variables for imported Variables

    void Awake()
    {
        getData = scriptObject.GetComponent <UnityServer>();
    }
示例#8
0
 public NetworkSender(BaseNetwork baseNetwork)
 {
     m_BaseNetwork = baseNetwork;
     m_UnityServer = UnityServer.Instance;
 }
示例#9
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    public static void Start()
    {
        Debugger.DisableByDefault = true;
        Debugger.EnabledTypes.Add(DebuggerMessageType.Unity);
        Debugger.EnabledTypes.Add(DebuggerMessageType.UnityTest);
        //Debugger.EnabledTypes.Add(RMDebugMessage.WorldCreation);
        //Debugger.EnabledTypes.Add(RMDebugMessage.Logic);
        Debugger.EnabledTypes.Add(RMDebugMessage.Workflow);
        Debugger.EnabledTypes.Add(DebuggerMessageType.Workflow);
        Debugger.Logger = Debug.Log;

        Loader = new Loader();
        Loader.AddLevel("Demo", "Test", () => new DemoCompetitions.Level1());
        Loader.AddLevel("RoboMovies", "Test", () => new RMCompetitions.Level1());
        Loader.AddLevel("RoboMovies", "Level1", () => new RMCompetitions.Level1());

        networkServer = new SoloNetworkServer(UnityConstants.SoloNetworkPort);
        Action networkServerAction = () => networkServer.StartThread();
        networkServerAction.BeginInvoke(null, null);

        torunamentServer = new TournamentServer(UnityConstants.TournamentPort);
        Action tournamentServerAction = () => torunamentServer.StartThread();
        tournamentServerAction.BeginInvoke(null, null);
    }
示例#10
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 public LoginHandler()
 {
     m_UnityServer   = UnityServer.Instance;
     m_LocalDatabase = m_UnityServer.LocalPlayerDatabase;
 }
示例#11
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 public HttpProcessor(TcpClient s, UnityServer srv)
 {
     this.socket = s;
     this.srv = srv;
 }
示例#12
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 private static void MainServer()
 {
     server = new UnityServer();
 }
示例#13
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    public static void Start()
    {
        Debugger.DisableByDefault = true;
        Debugger.EnabledTypes.Add(DebuggerMessageType.Unity);
        Debugger.EnabledTypes.Add(DebuggerMessageType.UnityTest);
        Debugger.EnabledTypes.Add(DebuggerMessageType.Error);
        //Debugger.EnabledTypes.Add(RMDebugMessage.WorldCreation);
        //Debugger.EnabledTypes.Add(RMDebugMessage.Logic);
        Debugger.EnabledTypes.Add(RMDebugMessage.Workflow);
        Debugger.Logger = Debug.Log;

        WebInfo.InitWebConfigsFromFile(UnityConstants.PathToConfigFile);

        HttpWorker.SayStatus(true);

        Loader = new Loader();
        Loader.AddLevel("Demo", "Test", () => new DemoCompetitions.Level1());
        Loader.AddLevel("RoboMovies", "Test", () => new RMCompetitions.Level1());
        //Loader.AddLevel("RoboMovies", "Level1", () => new RMCompetitions.Level1());
        Loader.AddLevel("TheBeachBots", "Test", () => new TBBCompetitions.Level1());

        networkServer = new SoloNetworkServer(UnityConstants.SoloNetworkPort);
        Action networkServerAction = () => networkServer.StartThread();
        networkServerAction.BeginInvoke(null, null);

        torunamentServer = new TournamentServer(UnityConstants.TournamentPort);
        Action tournamentServerAction = () => torunamentServer.StartThread();
        tournamentServerAction.BeginInvoke(null, null);

        if (UnityConstants.NeedToOpenServicePort)
        {
            serviceServer = new ServiceServer(UnityConstants.ServicePort);
            Action startServer = () => serviceServer.StartThread();
            startServer.BeginInvoke(null, null);
        }
    }
示例#14
0
 public HttpProcessor(TcpClient s, UnityServer srv)
 {
     this.socket = s;
     this.srv    = srv;
 }
示例#15
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    public GameObject scriptObject; UnityServer getAudioPositions, getArrowPositions, getNumberSignals; // Variables for imported Variables

    void Awake()
    {
        getAudioPositions = scriptObject.GetComponent <UnityServer>();
        getArrowPositions = scriptObject.GetComponent <UnityServer>();
        getNumberSignals  = scriptObject.GetComponent <UnityServer>();
    }