Cyber/Assets/Scripts/Networking/Server.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class Server : MonoBehaviour {
private static Server Singleton;
// Use this for initialization
void Start () {
Singleton = this;
}
// Update is called once per frame
void Update () {
}
private bool LaunchServer(int port) {
if (NetworkServer.active) {
return false;
}
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ConnectionConfig Config = new ConnectionConfig();
Config.AddChannel(QosType.ReliableSequenced);
Config.AddChannel(QosType.UnreliableSequenced);
NetworkServer.Configure(Config, 10);
NetworkServer.Listen(port);
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NetworkServer.RegisterHandler(PktType.TextMessage, HandlePacket);
NetworkServer.RegisterHandler(MsgType.Connect, OnConnected);
NetworkServer.RegisterHandler(MsgType.Disconnect, OnDisconnected);
NetworkServer.RegisterHandler(MsgType.Error, OnError);
Debug.Log("Server started on port " + port);
Term.Println("Server started on port " + port);
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Term.AddCommand("send (message)", "Howl at the darkness of space. Does it echo though?", (args) => {
Term.Println("You: " + args[0]);
SendToAll(PktType.TextMessage, new TextMessage("Server: " + args[0]));
});
return true;
}
// Custon packet handler
private void HandlePacket(NetworkMessage msg) {
switch(msg.msgType) {
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case PktType.TextMessage:
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TextMessage TextMsg = new TextMessage();
TextMsg.Deserialize(msg.reader);
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Term.Println(TextMsg.Message);
break;
default:
Debug.LogError("Received an unknown packet, id: " + msg.msgType);
Term.Println("Received an unknown packet, id: " + msg.msgType);
break;
}
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}
// Internal built-in event handler
private void OnConnected(NetworkMessage msg) {
Debug.Log("Someone connected!");
Term.Println("Someone connected!");
}
private void OnDisconnected(NetworkMessage msg) {
Debug.Log("Someone disconnected.");
Term.Println("Someone disconnected.");
}
private void OnError(NetworkMessage msg) {
Debug.LogError("Encountered a network error on server");
Term.Println("Encountered a network error on server");
}
// Static methods for public usage
/// <summary>
/// Launches the server if not already launched.
/// Returns false if the server was already launched, true otherwise.
/// </summary>
/// <param name="port"></param>
/// <returns></returns>
public static bool Launch(int port) {
return Singleton.LaunchServer(port);
}
/// <summary>
/// Attempts to send a message to all clients who are listening.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="msgType"></param>
/// <param name="message"></param>
/// <returns></returns>
public static bool SendToAll(short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToAll(msgType, message);
return true;
} else {
return false;
}
}
/// <summary>
/// Attempts to send a message to a specific client.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="clientID"></param>
/// <param name="msgType"></param>
/// <param name="message"></param>
/// <returns></returns>
public static bool Send(int clientID, short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToClient(clientID, msgType, message);
return true;
} else {
return false;
}
}
/// <summary>
/// Is the server currently active.
/// </summary>
/// <returns></returns>
public static bool isRunning() {
return NetworkServer.active;
}
}