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Commit 9d0783ad authored by florian.hassler's avatar florian.hassler
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add tcp and udp test

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# Auto detect text files and perform LF normalization
* text=auto
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
# Visual Studio cache directory
.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
using System;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class Client : MonoBehaviour
{
#region Public Variables
[Header("Network")]
public string ipAddress = "127.0.0.1";
public int port = 54010;
[Header("UI References")]
public Button sendCloseButton;
public Text ClientLogger = null;
#endregion
#region Network m_Variables
private TcpClient m_client;
private NetworkStream m_netStream = null;
private byte[] m_buffer = new byte[49152];
private int m_bytesReceived = 0;
private string m_receivedMessage = "";
#endregion
//Set UI interactable properties
private void Start()
{
sendCloseButton.interactable = false;
}
//Start client and stablish connection with server
public void StartClient()
{
//Early out
if(m_client != null)
{
ClientLog("There is already a runing client", Color.red);
return;
}
try
{
//Create new client
m_client = new TcpClient();
//Set and enable client
m_client.Connect(ipAddress, port);
ClientLog("Client Started", Color.green);
sendCloseButton.interactable = true;
}
catch (SocketException)
{
ClientLog("Socket Error: Start Server first", Color.red);
CloseClient();
}
}
//Check if the client has been recived something
private void Update()
{
//If there is something received
if (!string.IsNullOrEmpty(m_receivedMessage))
{
ClientLog("Msg recived on Client: " + "<b>"+m_receivedMessage+"</b>", Color.green);
m_receivedMessage = "";
//Set UI interactable properties
sendCloseButton.interactable = false;
//Close message has to be there, as UI calls can't be called on no-main threads
ClientLog("Close Connection with Server", Color.red);
}
}
//Send "Close" message to the server, and waits the "Close" message response from server
public void SendCloseToServer()
{
if (!m_client.Connected) return; //early out if there is nothing connected
//Set UI interactable properties
sendCloseButton.interactable = false;
//Stablish Client NetworkStream information
m_netStream = m_client.GetStream();
//Start Async Reading
m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived, null);
//Build message to server
string sendMsg = "Close";
byte[] msg = Encoding.ASCII.GetBytes(sendMsg);
//Start Sync Writing
m_netStream.Write(msg, 0, msg.Length);
ClientLog("Msg sended to Server: "+"<b>Close</b>", Color.blue);
}
//Callback called when "BeginRead" is ended
private void MessageReceived(IAsyncResult result)
{
if (result.IsCompleted && m_client.Connected)
{
//build message received from server
m_bytesReceived = m_netStream.EndRead(result);
m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived);
//If message recived from server is "Close", close that client
if (m_receivedMessage == "Close")
{
CloseClient();
}
}
}
//Close client connection
private void CloseClient()
{
if (m_client.Connected)
{
//Reset everything to defaults
m_client.Close();
m_client = null;
//Set UI interactable properties
sendCloseButton.interactable = false;
}
}
//Custom Server Log
#region ClientLog
private void ClientLog(string msg, Color color)
{
ClientLogger.text += '\n' + "<color=#" + ColorUtility.ToHtmlStringRGBA(color) + ">- " + msg + "</color>";
Debug.Log("Client: " + msg);
}
private void ClientLog(string msg)
{
ClientLogger.text += '\n' + "- " + msg;
Debug.Log("Client: " + msg);
}
#endregion
}
This diff is collapsed.
using System;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class Server : MonoBehaviour
{
#region Public Variables
[Header("Network")]
public string ipAdress = "127.0.0.1";
public int port = 54010;
public float waitingMessagesFrequency = 5;
public string responseMessage = "Close";
[Header("UI References")]
public Button startServerButton;
public Button closeServerButton;
public Text ServerLogger = null;
#endregion
#region Network m_Variables
private TcpListener m_server = null;
private TcpClient m_client = null;
private NetworkStream m_netStream = null;
private byte[] m_buffer = new byte[49152];
private int m_bytesReceived = 0;
private string m_receivedMessage = "";
private IEnumerator m_ClientComCoroutine = null;
#endregion
//Set UI interactable properties
private void Start()
{
startServerButton.interactable = true; //Enable button to let users start the server
closeServerButton.interactable = false; //Disable button until the server is started
}
//Start server and wait for clients
public void StartServer()
{
//Set and enable Server
IPAddress ip = IPAddress.Parse(ipAdress);
m_server = new TcpListener(ip, port);
m_server.Start();
ServerLog("Server Started", Color.green);
//Wait for async client connection
m_server.BeginAcceptTcpClient(ClientConnected, null);
//Set UI interactable properties
startServerButton.interactable = false; //Disable button to avoid initilize more than one server
}
//Check if any client trys to connect
private void Update()
{
//If some client stablish connection
if (m_client != null && m_ClientComCoroutine == null)
{
//Start the ClientCommunication coroutine
m_ClientComCoroutine = ClientCommunication();
StartCoroutine(m_ClientComCoroutine);
}
}
//Coroutine that manage client communication while client is connected to the server
private IEnumerator ClientCommunication()
{
//Restart values in case there are more than one client connections
m_bytesReceived = 0;
m_buffer = new byte[49152];
//Stablish Client NetworkStream information
m_netStream = m_client.GetStream();
//While there is a connection with the client, await for messages
do
{
ServerLog("Server is listening client msg...", Color.yellow);
//Start Async Reading
m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived, m_netStream);
//If there is any msg
if (m_bytesReceived > 0)
{
ServerLog("Msg recived on Server: " + "<b>" + m_receivedMessage + "</b>", Color.green);
//If message received from client is "Close", send another "Close" to the client
if (m_receivedMessage == "Close")
{
//Build message to client
string sendMsg = responseMessage; //In this case we send "Close" to end the client connection
byte[] msgOut = Encoding.ASCII.GetBytes(sendMsg); //Encode message as bytes
//Start Sync Writing
m_netStream.Write(msgOut, 0, msgOut.Length);
ServerLog("Msg sended to Client: " + "<b>" + sendMsg + "</b>", Color.blue);
//Close connection with the client
CloseConnection();
}
}
yield return new WaitForSeconds(waitingMessagesFrequency);
} while (m_bytesReceived >= 0 && m_netStream != null);
//The communication is over
CloseConnection();
}
//Callback called when "BeginRead" is ended
private void MessageReceived(IAsyncResult result)
{
if (result.IsCompleted && m_client.Connected)
{
//build message received from client
m_bytesReceived = m_netStream.EndRead(result); //End async reading
m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived); //De-encode message as string
}
}
//Callback called when "BeginAcceptTcpClient" detects new client connection
private void ClientConnected(IAsyncResult res)
{
//set the client reference
m_client = m_server.EndAcceptTcpClient(res);
}
//Close connection with the client
private void CloseConnection()
{
ServerLog("Close Connection with Client", Color.red);
//Reset everything to defaults
StopCoroutine(m_ClientComCoroutine);
m_ClientComCoroutine = null;
m_client.Close();
m_client = null;
//Set UI interactable properties
closeServerButton.interactable = true; //Enable button to let users close the server
//Waiting to Accept a new Client
m_server.BeginAcceptTcpClient(ClientConnected, null);
}
//Close client connection and disables the server
public void CloseServer()
{
ServerLog("Server Closed", Color.red);
//Close client connection
if (m_client != null)
{
m_netStream.Close();
m_netStream = null;
m_client.Close();
m_client = null;
}
//Close server connection
if(m_server != null)
{
m_server.Stop();
m_server = null;
startServerButton.interactable = true;
closeServerButton.interactable = false;
}
}
//Custom Server Log
#region ServerLog
//With Text Color
private void ServerLog(string msg, Color color)
{
ServerLogger.text += '\n' + "<color=#"+ColorUtility.ToHtmlStringRGBA(color)+">- " + msg + "</color>";
Debug.Log("Server: " + msg);
}
//Without Text Color
private void ServerLog(string msg)
{
ServerLogger.text += '\n' + "- " + msg;
Debug.Log("Server: " + msg);
}
#endregion
}
\ No newline at end of file
MIT License
Copyright (c) 2018 Eric
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
\ No newline at end of file
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