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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 ServerRoutine()
{
UnityWebRequest request = UnityWebRequest.Get("localhost:8081/scroll/list");
yield return request.Send();
if (request.isNetworkError || request.isHttpError)
{
UnityEngine.Debug.Log("no running server");
string command = Application.streamingAssetsPath + "/start.BAT " + Application.streamingAssetsPath;
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.Send();
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);
}
}