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- using UnityEngine;
- using System.Collections;
- using System;
- using System.IO;
- using System.Net.Sockets;
- public class StatusTest : MonoBehaviour {
- internal Boolean socketReady = false;
- TcpClient mySocket;
- NetworkStream theStream;
- StreamWriter theWriter;
- StreamReader theReader;
- String Host = "localhost";
- Int32 Port = 10001;
- void Start () {
- setupSocket();
- writeSocket("serverStatus:");
- }
- void Update () {
- string receivedText = readSocket();
- if(receivedText != ""){
- Debug.Log(receivedText);
- }
- }
- void OnApplicationQuit(){
- closeSocket();
- }
- // **********************************************
- public void setupSocket() {
- try {
- mySocket = new TcpClient(Host, Port);
- theStream = mySocket.GetStream();
- theWriter = new StreamWriter(theStream);
- theReader = new StreamReader(theStream);
- socketReady = true;
- }
- catch (Exception e) {
- Debug.Log("Socket error: " + e);
- }
- }
- public void writeSocket(string theLine) {
- if (!socketReady)
- return;
- String foo = theLine + "\r\n";
- theWriter.Write(foo);
- theWriter.Flush();
- }
- public String readSocket() {
- if (!socketReady)
- return "";
- if (theStream.DataAvailable)
- return theReader.ReadLine();
- return "";
- }
- public void closeSocket() {
- if (!socketReady)
- return;
- theWriter.Close();
- theReader.Close();
- mySocket.Close();
- socketReady = false;
- }
- } // end class s_TCP
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