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using System;
using System.Collections;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using static CommunicationEvents;
public class CheckServer : MonoBehaviour
{
[SerializeField]
TMPro.TextMeshProUGUI WaitingText;
public static Process process;
public static ProcessStartInfo processInfo;
// Start is called before the first frame update
void Start()
{
//CommunicationEvents.ServerRunning = false;
//StartCoroutine(ServerRoutine());
StartCoroutine(waiter(CommunicationEvents.lastIP, 1, CommunicationEvents.IPcheckGeneration));
StartCoroutine(waiter(CommunicationEvents.newIP, 2, CommunicationEvents.IPcheckGeneration));
StartCoroutine(waiter(CommunicationEvents.IPslot1, 3, CommunicationEvents.IPcheckGeneration));
StartCoroutine(waiter(CommunicationEvents.IPslot2, 4, CommunicationEvents.IPcheckGeneration));
StartCoroutine(waiter(CommunicationEvents.IPslot3, 5, CommunicationEvents.IPcheckGeneration));
StartCoroutine(waiter(CommunicationEvents.IPslot3, 6, CommunicationEvents.IPcheckGeneration));
}
public void CheckIPAdr()
{
//CommunicationEvents.ServerRunning = false;
//StartCoroutine(ServerRoutine());
//CommunicationEvents.IPcheckGeneration++;
//StartCoroutine(waiter(CommunicationEvents.lastIP, 1, CommunicationEvents.IPcheckGeneration));
//StartCoroutine(waiter(CommunicationEvents.newIP, 2, CommunicationEvents.IPcheckGeneration));
//StartCoroutine(waiter(CommunicationEvents.IPslot1, 3, CommunicationEvents.IPcheckGeneration));
//StartCoroutine(waiter(CommunicationEvents.IPslot2, 4, CommunicationEvents.IPcheckGeneration));
//StartCoroutine(waiter(CommunicationEvents.IPslot3, 5, CommunicationEvents.IPcheckGeneration));
}
IEnumerator waiter(String NetwAddress, int NA_id, double ics)
{
//while(CommunicationEvents.IPcheckGeneration== ics)
//Wait for 1 seconds
yield return new WaitForSecondsRealtime(1f);
if(CommunicationEvents.CheckServerA[NA_id] == 1)
{
CommunicationEvents.CheckServerA[NA_id] = 0;
switch (NA_id){
case 1:
NetwAddress = CommunicationEvents.lastIP;
break;
case 2:
NetwAddress = CommunicationEvents.newIP;
break;
case 3:
NetwAddress = CommunicationEvents.IPslot1;
break;
case 4:
NetwAddress = CommunicationEvents.IPslot2;
break;
case 5:
NetwAddress = CommunicationEvents.IPslot3;
break;
case 6:
NetwAddress = CommunicationEvents.selecIP;
break;
//default:
if (string.IsNullOrEmpty(NetwAddress))
//Wait for 1 seconds
CommunicationEvents.ServerRunningA[NA_id] = 3;
yield return new WaitForSecondsRealtime(1f);
}
else
{
StartCheck(NetwAddress, NA_id, ics);
//Wait for 0,5 seconds
yield return new WaitForSecondsRealtime(0.5f);
if (CommunicationEvents.IPcheckGeneration <= ics || (NA_id != 6))// && NA_id != 2))
//if (CommunicationEvents.IPcheckGeneration < ics) { break; }
if (CommunicationEvents.ServerRunningA_test[NA_id] == true)
{
CommunicationEvents.ServerRunningA[NA_id] = 2;
}
else
{
CommunicationEvents.ServerRunningA[NA_id] = 0;
}
//Wait for 0,5 seconds
yield return new WaitForSecondsRealtime(0.5f);
}
CommunicationEvents.IPcheckGeneration--;
if (NA_id == 2)
{
CommunicationEvents.ServerRunningA[NA_id] = 1;
//Wait for 0,5 seconds
yield return new WaitForSecondsRealtime(0.5f);
}
}
}
}
}
}
public void StartCheck(String NetwAddress, int NA_id, double ics)
{
CommunicationEvents.ServerRunningA_test[NA_id] = false;
StartCoroutine(ServerRoutine(NetwAddress, NA_id, ics));
}
void PrepareGame()
{
//WaitingText.text = "Press any key to start the game";
//CommunicationEvents.ServerRunning_test = true;
//UnityEngine.Debug.Log("server fin");
}
IEnumerator ServerRoutine(String NetwAddress, int NA_id, double ics)
{
Marco Zimmer
committed
using UnityWebRequest request = UnityWebRequest.Get("http://" + NetwAddress + "/scroll/list");
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError
|| request.result == UnityWebRequest.Result.ProtocolError)
{
UnityEngine.Debug.Log("no running server " + request.error);
while (true)
{
Marco Zimmer
committed
using UnityWebRequest request2 = UnityWebRequest.Get("http://" + NetwAddress + "/scroll/list");
yield return request2.SendWebRequest();
if (request2.result == UnityWebRequest.Result.ConnectionError
|| request2.result == UnityWebRequest.Result.ProtocolError)
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{
// UnityEngine.Debug.Log("no running server");
}
else
{
break;
}
yield return null;
}
}
//PrepareGame();
if (CommunicationEvents.IPcheckGeneration == ics || (NA_id!=6))// && NA_id!=2))
{
CommunicationEvents.ServerRunningA_test[NA_id] = true;
}
yield return null;
}
void Update()
{
}
}