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StartServer.cs 4.59 KiB
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  • using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Diagnostics;
    using UnityEngine;
    using UnityEngine.Networking;
    using UnityEngine.SceneManagement;
    
    public class StartServer : MonoBehaviour
    {
       [SerializeField]
        TMPro.TextMeshProUGUI WaitingText;
    
        bool ServerRunning = false;
        // Start is called before the first frame update
        void Start()
        {
            StartCoroutine(ServerRoutine());
        }
        void PrepareGame()
        {
            WaitingText.text = "Press any key to start the game";
            ServerRunning= true;
            UnityEngine.Debug.Log("server fin");
    
        }
    
    
        IEnumerator ServerRoutine1()
    
            string command = "\"" + Application.streamingAssetsPath + "\"/start.BAT "+ "\""   +  Application.streamingAssetsPath + "\"" ;
            command = command.Replace("/", @"\");
            command = "\"" + command + "\"";
            UnityEngine.Debug.Log(command);
            ProcessStartInfo processInfo;
            Process process;
    
            //processInfo = new ProcessStartInfo("cmd.exe", "/C " + command);
            bool cmd = true;
            if (cmd)
            {
                processInfo = new ProcessStartInfo("cmd.exe", "/C " + command);
             //   processInfo.CreateNoWindow = false;
              //  processInfo.UseShellExecute = true;
    
                process = Process.Start(processInfo);
            }else
            /*
            */
            Process.Start("powershell.exe", command);
       
    
    
    
            // *** Read the streams ***
            // Warning: This approach can lead to deadlocks, see Edit #2
            //string output = process.StandardOutput.ReadToEnd();
            //string error = process.StandardError.ReadToEnd();
    
            //  exitCode = process.ExitCode;
            // UnityEngine.Debug.Log(output);
            // UnityEngine.Debug.Log(error);
            //  Console.WriteLine("output>>" + (String.IsNullOrEmpty(output) ? "(none)" : output));
            // Console.WriteLine("error>>" + (String.IsNullOrEmpty(error) ? "(none)" : error));
            // Console.WriteLine("ExitCode: " + exitCode.ToString(), "ExecuteCommand");
            //  process.Close();
    
    
    
    
    
    
            yield return null;
        }
    
    
        IEnumerator ServerRoutine()
        {
    
            UnityWebRequest request = UnityWebRequest.Get("localhost:8081/scroll/list");
    
            yield return request.SendWebRequest();
    
            if (request.isNetworkError || request.isHttpError)
            {
                UnityEngine.Debug.Log("no running server");
    
    
                string command = "\"" + Application.streamingAssetsPath + "\"/start.BAT " + "\"" + Application.streamingAssetsPath + "\"";
                command = command.Replace("/", @"\");
                command = "\"" + command + "\"";
    
                UnityEngine.Debug.Log(command);
    
             //   int exitCode;
    
                ProcessStartInfo processInfo;
                Process process;
    
                processInfo = new ProcessStartInfo("cmd.exe", "/c " + command);
                processInfo.CreateNoWindow = true;
                processInfo.UseShellExecute = false;
                // *** Redirect the output ***
                // processInfo.RedirectStandardError = true;
                //processInfo.RedirectStandardOutput = true;
    
                process = Process.Start(processInfo);
                yield return null;
    
                while (true)
                {
                    request = UnityWebRequest.Get("localhost:8081/scroll/list");
    
                    yield return request.SendWebRequest();
    
                    if (request.isNetworkError || request.isHttpError)
                    {
    
                       // UnityEngine.Debug.Log("no running server");
    
                    }
                    else
                    {
                        break;
                    }
    
    
    
                    yield return null;
                }
    
                // *** Read the streams ***
                // Warning: This approach can lead to deadlocks, see Edit #2
                //string output = process.StandardOutput.ReadToEnd();
                //string error = process.StandardError.ReadToEnd();
    
              //  exitCode = process.ExitCode;
                // UnityEngine.Debug.Log(output);
                // UnityEngine.Debug.Log(error);
                //  Console.WriteLine("output>>" + (String.IsNullOrEmpty(output) ? "(none)" : output));
                // Console.WriteLine("error>>" + (String.IsNullOrEmpty(error) ? "(none)" : error));
                // Console.WriteLine("ExitCode: " + exitCode.ToString(), "ExecuteCommand");
                process.Close();
            }
    
            PrepareGame();
            yield return null;
        }
    
        // Update is called once per frame
        void Update()
        {
            if(ServerRunning && Input.anyKey)
            {
                 SceneManager.LoadScene(1);
            }
    
            //if(!ServerRunning) UnityEngine.Debug.Log("waiting " + ServerRunning);
        }
    }