public static new string CompileResourcesLoadPath(string assetNameWithoutExtension) { string roomName = RoomManager.GetAllRoomNames()[0]; Debug.LogError("Defaulting to room " + roomName); return(CompileResourcesLoadPath(roomName, assetNameWithoutExtension)); }
public static void PackAllRawRoomResourceBundles() { string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; PackRawRoomResourceBundle(roomName); } UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; }
public static void AcceptSocketCallback(IAsyncResult ar) { Debug.Log("Socket accepted! Attempting to process..."); // Retrieve the listener TcpListener listener = (TcpListener)ar.AsyncState; listener.BeginAcceptSocket(new AsyncCallback(AcceptSocketCallback), listener); // Accept the socket Socket clientSocket = listener.EndAcceptSocket(ar); Debug.Log("Socket finalized and accepted!"); int clientPort = ((IPEndPoint)clientSocket.RemoteEndPoint).Port; Debug.Log("client port is " + clientPort); if (clientPort == Config.Ports.Bundle) { //string[] allFilepaths = Directory.GetFiles(Config.AssetBundle.Current.CompileAbsoluteBundleDirectory()); string[] allFilepaths = Directory.GetFiles(Config.Current.AssetBundle.CompileAbsoluteAssetDirectory()); List <string> fileList = new List <string>(); foreach (string filepath in allFilepaths) { if (!filepath.Contains(".meta")) { fileList.Add(filepath); } } SendFiles(fileList.ToArray(), clientSocket); } else if (clientPort == Config.Ports.Bundle_ClientToServer) { //string bundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string bundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, bundleDirectory); } else if (clientPort == Config.Ports.RoomResourceBundle) { //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); filepaths.Add(filepath); } //string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); //SendFile(filepath, clientSocket); SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.RoomResourceBundle_ClientToServer) { //string roomResourceBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string roomResourceBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomResourceBundleDirectory); } else if (clientPort == Config.Ports.RoomBundle) { //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); filepaths.Add(filepath); //SendFile(filepath, clientSocket); } SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.RoomBundle_ClientToServer) { //string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string roomBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomBundleDirectory); } else if (clientPort == Config.Ports.AndroidBundle) { string[] allFilepaths = Directory.GetFiles(Config.Android.AssetBundle.CompileAbsoluteAssetDirectory()); List <string> fileList = new List <string>(); foreach (string filepath in allFilepaths) { if (!filepath.Contains(".meta")) { fileList.Add(filepath); } } SendFiles(fileList.ToArray(), clientSocket); } else if (clientPort == Config.Ports.AndroidBundle_ClientToServer) { //string bundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string bundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, bundleDirectory); } else if (clientPort == Config.Ports.AndroidRoomResourceBundle) { //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); filepaths.Add(filepath); } //string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); //SendFile(filepath, clientSocket); SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.AndroidRoomResourceBundle_ClientToServer) { string roomResourceBundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomResourceBundleDirectory); } else if (clientPort == Config.Ports.AndroidRoomBundle) { string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); filepaths.Add(filepath); //SendFile(filepath, clientSocket); } SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.AndroidRoomBundle_ClientToServer) { string roomBundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomBundleDirectory); } else { Debug.Log("Port not found"); } }
// ERROR TESTING - Have to revisit after updating sendfiles, sendfile, and receivefiles for Hololens public static void OnConnection(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args) { new Task(() => { // Determine which logic to follow based off of client port StreamSocket clientSocket = args.Socket; string clientIP = args.Socket.Information.RemoteAddress.ToString(); int clientPort = Int32.Parse(args.Socket.Information.RemotePort); if (clientPort == Config.Ports.Bundle) { string[] allFilepaths = Directory.GetFiles(Config.AssetBundle.Current.CompileAbsoluteBundleDirectory()); List <string> fileList = new List <string>(); foreach (string filepath in allFilepaths) { if (!filepath.Contains(".meta")) { fileList.Add(filepath); } } SendFilesAsync(fileList.ToArray(), clientSocket); } else if (clientPort == Config.Ports.Bundle_ClientToServer) { string bundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); ReceiveFilesAsync(clientSocket, bundleDirectory); } else if (clientPort == Config.Ports.RoomResourceBundle) { string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); SendFileAsync(filepath, clientSocket); } else if (clientPort == Config.Ports.RoomResourceBundle_ClientToServer) { string roomResourceBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); ReceiveFilesAsync(clientSocket, roomResourceBundleDirectory); } else if (clientPort == Config.Ports.RoomBundle) { string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); SendFileAsync(filepath, clientSocket); } else if (clientPort == Config.Ports.RoomBundle_ClientToServer) { string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); ReceiveFilesAsync(clientSocket, roomBundleDirectory); } else if (clientPort == Config.Ports.AndroidBundle) { string[] allFilepaths = Directory.GetFiles(Config.Android.AssetBundle.CompileAbsoluteAssetDirectory()); List <string> fileList = new List <string>(); foreach (string filepath in allFilepaths) { if (!filepath.Contains(".meta")) { fileList.Add(filepath); } } SendFiles(fileList.ToArray(), clientSocket); } else if (clientPort == Config.Ports.AndroidBundle_ClientToServer) { //string bundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory(); string bundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, bundleDirectory); } else if (clientPort == Config.Ports.AndroidRoomResourceBundle) { //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); filepaths.Add(filepath); } //string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); //SendFile(filepath, clientSocket); SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.AndroidRoomResourceBundle_ClientToServer) { string roomResourceBundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomResourceBundleDirectory); } else if (clientPort == Config.Ports.AndroidRoomBundle) { string originalRoomName = UWB_Texturing.Config.RoomObject.GameObjectName; string[] roomNames = RoomManager.GetAllRoomNames(); List <string> filepaths = new List <string>(); foreach (string roomName in roomNames) { UWB_Texturing.Config.RoomObject.GameObjectName = roomName; string filepath = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename()); filepaths.Add(filepath); //SendFile(filepath, clientSocket); } SendFiles(filepaths.ToArray(), clientSocket); UWB_Texturing.Config.RoomObject.GameObjectName = originalRoomName; } else if (clientPort == Config.Ports.AndroidRoomBundle_ClientToServer) { string roomBundleDirectory = Config.Android.AssetBundle.CompileAbsoluteAssetDirectory(); ReceiveFiles(clientSocket, roomBundleDirectory); } else { Debug.Log("Port not found"); } }).Start(); }