using System.Collections.Generic; using UnityEngine; using System.Net; namespace NeonTea.Quakeball.Net.Peers { public class Server : Peer { private static uint ConnectionUUIDCounter; private Dictionary Connections = new Dictionary(); public override void OnStart(string host, int port) { MainConnection.Status = ConnectionStatus.Ready; Debug.Log($"Server started at {host}:{port}!"); } public override void OnStop(DisconnectReason reason) { Debug.Log($"Server closed: {reason.Description}"); } public override void HandlePacket(IPEndPoint endpoint, ByteReader reader) { if (Connections.ContainsKey(endpoint)) { Debug.Log("Got stuff from an existing connection!"); } else { Connections.Add(endpoint, new Connection(endpoint)); Debug.Log($"Initialized new connection from {endpoint.ToString()}"); } } private Connection AddConnection(IPEndPoint endpoint) { Connection conn = new Connection(endpoint); Connections.Add(endpoint, conn); return conn; } } }