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using System.Collections;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using static CommunicationEvents;
public class StartServer : MonoBehaviour
{
[SerializeField]
public static Process process;
public static ProcessStartInfo processInfo;
public int autostart = 0; //when 1 in Start() will be ServerRoutine() launched.
public int autoend = 0; //Update() also affected
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public int autoprepareGame = 0;
public int autocheckIfServerIsRunning = 0;
// Start is called before the first frame update
void Start()
{
CommunicationEvents.ServerRunning = false;
{
StartCoroutine(ServerRoutine());
}
{
StartCoroutine(ServerRoutine1());
}
void Update()
{
if (autoend == 1)
{
if (CommunicationEvents.ServerRunning && Input.anyKey)
{
SceneManager.LoadScene(1);
}
//if(!ServerRunning) UnityEngine.Debug.Log("waiting " + ServerRunning);
}
}
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{
WaitingText.text = "Press any key to start the game";
CommunicationEvents.ServerRunning = true;
UnityEngine.Debug.Log("server fin");
}
string command = "\"" + Application.streamingAssetsPath + "\"/start.BAT " + "\"" + Application.streamingAssetsPath + "\"";
command = command.Replace("/", @"\");
command = "\"" + command + "\"";
UnityEngine.Debug.Log(command);
ProcessStartInfo processInfo;
//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 = 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()
{
CommunicationEvents.ServerAddressLocal = ServerAddressLocalhost + ":" + ServerPortDefault;
//print(ServerAdress);
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//UnityWebRequest request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/scroll/list");
UnityWebRequest request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/fact/list");
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError
|| request.result == UnityWebRequest.Result.ProtocolError)
UnityEngine.Debug.Log("no running server " + request.error);
#if !UNITY_WEBGL
//#if UNITY_STANDALONE_LINUX
//#elif UNITY_STANDALONE_OSX
//#else
processInfo = new ProcessStartInfo();
processInfo.FileName = "java";
//processInfo.Arguments = @"-jar " + Application.streamingAssetsPath + "/frameit.jar" + " -bind :8085 -archive-root " + Application.streamingAssetsPath + "/archives";
processInfo.Arguments = @"-jar " + Application.streamingAssetsPath + "/frameit-mmt.jar" + " -bind :" + ServerPortDefault + " -archive-root " + Application.streamingAssetsPath + "/archives";
//set "UseShellExecute = true" AND "CreateNoWindow = false" to see the mmt-server output
processInfo.UseShellExecute = false;
processInfo.CreateNoWindow = !localServerWithAdditionalWindow; // true;
//#endif
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//Wait for 2 seconds
yield return new WaitForSecondsRealtime(2f);
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//request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/scroll/list");
request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/fact/list");
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError
|| request.result == UnityWebRequest.Result.ProtocolError)
// 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();
// 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");
}
PrepareGame();
yield return null;
}