Update Networking docs and put publics on top
This commit is contained in:
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ec0d54bb2f
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@ -9,25 +9,66 @@ using UnityEngine.Networking;
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/// </summary>
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/// </summary>
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public class Client : MonoBehaviour {
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public class Client : MonoBehaviour {
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NetworkClient NetClient;
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private NetworkClient NetClient;
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private bool Running = false;
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private bool Running = false;
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private static Client Singleton;
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private static Client Singleton;
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/// <summary>
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/// Creates the client and sets it as the signleton.
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/// </summary>
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public Client() {
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public Client() {
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Singleton = this;
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Singleton = this;
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}
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}
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// Use this for initialization
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// Static interface for usage outside of Client
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void Start () {
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/// <summary>
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/// Will launch the client and attempt to connect to the server.
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/// Returns false if client is already running, otherwise true.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartClient(string, int)"/>
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/// </summary>
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/// <param name="ip"></param>
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/// <param name="port"></param>
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/// <returns>Weather the launch was successful or not.</returns>
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public static bool Launch(string ip, int port) {
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return Singleton.LaunchClient(ip, port);
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}
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}
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// Update is called once per frame
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/// <summary>
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void Update () {
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/// Send messages to the server if the connection is active.
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}
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns>Weather the send was successful or not.</returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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Singleton.NetClient.Send(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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// Launches the client at given IP and port.
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/// <summary>
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/// Returns if the client is running or not.
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/// This is independant weather the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is running or not</returns>
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public static bool IsRunning() {
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return Singleton.Running;
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}
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/// <summary>
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/// Returns if the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is connected or not.</returns>
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public static bool IsConnected() {
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return Singleton.NetClient.isConnected;
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}
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private bool LaunchClient(string ip, int port) {
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private bool LaunchClient(string ip, int port) {
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if (Running) {
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if (Running) {
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@ -58,8 +99,6 @@ public class Client : MonoBehaviour {
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return true;
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return true;
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}
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}
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// Handles custom packets
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private void HandlePacket(NetworkMessage msg) {
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private void HandlePacket(NetworkMessage msg) {
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switch (msg.msgType) {
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switch (msg.msgType) {
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case (PktType.TextMessage):
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case (PktType.TextMessage):
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@ -99,50 +138,4 @@ public class Client : MonoBehaviour {
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Running = false;
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Running = false;
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}
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}
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// Static interface for usage outside of Client
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/// <summary>
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/// Will launch the client and attempt to connect to the server.
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/// Returns false if client is already running, otherwise true.
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/// </summary>
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/// <param name="ip"></param>
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/// <param name="port"></param>
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/// <returns></returns>
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public static bool Launch(string ip, int port) {
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return Singleton.LaunchClient(ip, port);
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}
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/// <summary>
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/// Send messages to the server if the connection is active.
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns></returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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Singleton.NetClient.Send(msgType, message);
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return true;
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} else {
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return false;
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}
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}
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/// <summary>
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/// Returns if the client is running or not.
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/// This is independant weather the client is connected or not.
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/// </summary>
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/// <returns></returns>
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public static bool isRunning() {
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return Singleton.Running;
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}
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/// <summary>
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/// Returns if the client is connected or not.
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/// </summary>
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/// <returns></returns>
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public static bool isConnected() {
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return Singleton.NetClient.isConnected;
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}
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}
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}
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@ -14,7 +14,7 @@ public class TextMessage : MessageBase {
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/// <summary>
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/// <summary>
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/// Create a TextMessage containing the message to be sent.
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/// Create a TextMessage containing the message to be sent.
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/// </summary>
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/// </summary>
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/// <param name="message"></param>
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/// <param name="message">Message to be sent.</param>
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public TextMessage(string message) {
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public TextMessage(string message) {
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this.Message = message;
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this.Message = message;
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}
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}
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@ -10,14 +10,26 @@ using UnityEngine.UI;
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* */
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* */
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public class NetworkEstablisher : MonoBehaviour {
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public class NetworkEstablisher : MonoBehaviour {
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/// <summary>
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/// Input field for the IP to which connect to.
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/// </summary>
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[Tooltip("Required field only if StartClient() is used.")]
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[Tooltip("Required field only if StartClient() is used.")]
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public InputField IPField;
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public InputField IPField;
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/// <summary>
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/// Input field for the client port
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/// </summary>
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[Tooltip("Required field only if StartClient() is used.")]
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[Tooltip("Required field only if StartClient() is used.")]
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public InputField ClientPortField;
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public InputField ClientPortField;
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/// <summary>
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/// Input field for the server port
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/// </summary>
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[Tooltip("Required field only if StartServer() is used.")]
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[Tooltip("Required field only if StartServer() is used.")]
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public InputField ServerPortField;
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public InputField ServerPortField;
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/// <summary>
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/// World Root node, a GameObject.
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/// </summary>
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public GameObject WorldRoot;
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public GameObject WorldRoot;
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// Use this for initialization
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// Use this for initialization
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@ -46,11 +58,9 @@ public class NetworkEstablisher : MonoBehaviour {
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});
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});
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}
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}
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// Update is called once per frame
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/// <summary>
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void Update () {
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/// Starts the client using given input fields. Otherwise functions like <see cref="StartClient(string, int)"/>.
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/// </summary>
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}
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public void StartClient() {
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public void StartClient() {
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string IP = IPField.text;
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string IP = IPField.text;
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if (IP.Length == 0) {
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if (IP.Length == 0) {
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@ -64,11 +74,20 @@ public class NetworkEstablisher : MonoBehaviour {
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StartClient(IP, Port);
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StartClient(IP, Port);
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}
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}
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/// <summary>
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/// Starts the client with the given ip and port.
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/// This initializes the Client component and launches it properly.
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/// </summary>
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/// <param name="ip">IP used to connect.</param>
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/// <param name="port">port of the host.</param>
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public void StartClient(string ip, int port) {
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public void StartClient(string ip, int port) {
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WorldRoot.AddComponent<Client>();
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WorldRoot.AddComponent<Client>();
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Client.Launch(ip, port);
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Client.Launch(ip, port);
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}
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}
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/// <summary>
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/// Starts the server using given input fields. Otherwise functions like <see cref="StartServer(int)"/>.
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/// </summary>
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public void StartServer() {
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public void StartServer() {
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string PortText = ServerPortField.text;
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string PortText = ServerPortField.text;
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int Port = 3935;
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int Port = 3935;
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@ -78,6 +97,11 @@ public class NetworkEstablisher : MonoBehaviour {
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StartServer(Port);
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StartServer(Port);
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}
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}
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/// <summary>
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/// Starts the server using given port.
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/// This initializes the port and launches the server properly.
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/// </summary>
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/// <param name="port">port used for the server.</param>
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public void StartServer(int port) {
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public void StartServer(int port) {
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WorldRoot.AddComponent<Server>();
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WorldRoot.AddComponent<Server>();
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Server.Launch(port);
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Server.Launch(port);
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@ -7,15 +7,69 @@ public class Server : MonoBehaviour {
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private static Server Singleton;
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private static Server Singleton;
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// Use this for initialization
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/// <summary>
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void Start () {
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/// Creates the server-component, and sets the singleton as itself.
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/// </summary>
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public Server() {
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Singleton = this;
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Singleton = this;
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}
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}
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// Update is called once per frame
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// Static methods for public usage
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void Update () {
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}
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/// <summary>
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/// Launches the server if not already launched.
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/// Returns false if the server was already launched, true otherwise.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartServer(int)"/>
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/// </summary>
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/// <param name="port">Port used to host the server.</param>
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/// <returns>Weather the launch was successful.</returns>
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public static bool Launch(int port) {
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return Singleton.LaunchServer(port);
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}
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/// <summary>
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/// Attempts to send a message to all clients who are listening.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="msgType">Type of the message being sent.</param>
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/// <param name="message">The message being sent.</param>
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/// <returns>Weather sending was successful.</returns>
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public static bool SendToAll(short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToAll(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Attempts to send a message to a specific client.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="clientID">ID of the client which to send this message.</param>
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/// <param name="msgType">Type of message being sent.</param>
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/// <param name="message">The message being sent.</param>
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/// <returns>Weather sending was successful.</returns>
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public static bool Send(int clientID, short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToClient(clientID, msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Is the server currently active.
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/// </summary>
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/// <returns>Weather the server is running or not</returns>
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public static bool IsRunning() {
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return NetworkServer.active;
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}
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private bool LaunchServer(int port) {
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private bool LaunchServer(int port) {
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if (NetworkServer.active) {
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if (NetworkServer.active) {
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@ -46,8 +100,6 @@ public class Server : MonoBehaviour {
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return true;
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return true;
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}
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}
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// Custon packet handler
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private void HandlePacket(NetworkMessage msg) {
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private void HandlePacket(NetworkMessage msg) {
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switch(msg.msgType) {
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switch(msg.msgType) {
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@ -79,57 +131,4 @@ public class Server : MonoBehaviour {
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Debug.LogError("Encountered a network error on server");
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Debug.LogError("Encountered a network error on server");
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Term.Println("Encountered a network error on server");
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Term.Println("Encountered a network error on server");
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}
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}
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// Static methods for public usage
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/// <summary>
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/// Launches the server if not already launched.
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/// Returns false if the server was already launched, true otherwise.
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/// </summary>
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/// <param name="port"></param>
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/// <returns></returns>
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public static bool Launch(int port) {
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return Singleton.LaunchServer(port);
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}
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/// <summary>
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/// Attempts to send a message to all clients who are listening.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns></returns>
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public static bool SendToAll(short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToAll(msgType, message);
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return true;
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} else {
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return false;
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}
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}
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/// <summary>
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/// Attempts to send a message to a specific client.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="clientID"></param>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns></returns>
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public static bool Send(int clientID, short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToClient(clientID, msgType, message);
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return true;
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} else {
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return false;
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}
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}
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/// <summary>
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/// Is the server currently active.
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/// </summary>
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/// <returns></returns>
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public static bool isRunning() {
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return NetworkServer.active;
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}
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}
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}
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