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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Networking.Server {
[CreateAssetMenu(menuName = "Major Project/Networking/ServerObject", order = 150)]
public class ServerObject : ScriptableObject
{
#region Inspector Fields
[Header("Server Settings")]
[SerializeField]
private int Port;
[Header("References")]
[SerializeField]
private ClientList LoginHandler;
public bool useWebSockets;
#endregion Inspector Fields
#region ReadOnly Variables
public NetworkServerSimple server { get; private set;}
#endregion ReadOnly Variables
public void StartServer(int port)
{
LoginHandler.ConnectedClients = new List<ClientData>();
LoginHandler.DisconnectedClients = new List<ClientData>();
Debug.Log("Starting Server on " + port);
server = new NetworkServerSimple();
server.useWebSockets = useWebSockets;
server.Configure(TransportConfigure.CreateConfigure(),32);
LoginHandler.SetUp(this);
server.Listen(port);
}
public void ServerClose()
{
if (server != null)
server.Stop();
}
public void ServerUpdate()
{
if (server != null)
server.Update();
}
}
}