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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. namespace Networking.Server {
  6. [CreateAssetMenu(menuName = "Major Project/Networking/ServerObject", order = 150)]
  7. public class ServerObject : ScriptableObject
  8. {
  9. #region Inspector Fields
  10. [Header("Server Settings")]
  11. [SerializeField]
  12. private int Port;
  13. [Header("References")]
  14. [SerializeField]
  15. private ClientList LoginHandler;
  16. #endregion Inspector Fields
  17. #region ReadOnly Variables
  18. public NetworkServerSimple server { get; private set;}
  19. #endregion ReadOnly Variables
  20. public void StartServer(int port)
  21. {
  22. LoginHandler.ConnectedClients = new List<ClientData>();
  23. LoginHandler.DisconnectedClients = new List<ClientData>();
  24. Debug.Log("Starting Server on " + port);
  25. server = new NetworkServerSimple();
  26. server.Configure(TransportConfigure.CreateConfigure(),32);
  27. LoginHandler.SetUp(this);
  28. server.Listen(port);
  29. }
  30. public void ServerUpdate()
  31. {
  32. if (server != null)
  33. server.Update();
  34. }
  35. }
  36. }