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Apr 24th, 2011
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  1. using UnityEngine;
  2. using System.Collections;
  3. using System;
  4. using System.IO;
  5. using System.Net.Sockets;
  6.  
  7. public class StatusTest : MonoBehaviour {
  8. internal Boolean socketReady = false;
  9.  
  10. TcpClient mySocket;
  11. NetworkStream theStream;
  12. StreamWriter theWriter;
  13. StreamReader theReader;
  14. String Host = "localhost";
  15. Int32 Port = 10001;
  16.  
  17. void Start () {
  18. setupSocket();
  19. writeSocket("serverStatus:");
  20. }
  21. void Update () {
  22. string receivedText = readSocket();
  23. if(receivedText != ""){
  24. Debug.Log(receivedText);
  25. }
  26. }
  27. void OnApplicationQuit(){
  28. closeSocket();
  29. }
  30. // **********************************************
  31. public void setupSocket() {
  32. try {
  33. mySocket = new TcpClient(Host, Port);
  34. theStream = mySocket.GetStream();
  35. theWriter = new StreamWriter(theStream);
  36. theReader = new StreamReader(theStream);
  37. socketReady = true;
  38. }
  39. catch (Exception e) {
  40. Debug.Log("Socket error: " + e);
  41. }
  42. }
  43. public void writeSocket(string theLine) {
  44. if (!socketReady)
  45. return;
  46. String foo = theLine + "\r\n";
  47. theWriter.Write(foo);
  48. theWriter.Flush();
  49. }
  50. public String readSocket() {
  51. if (!socketReady)
  52. return "";
  53. if (theStream.DataAvailable)
  54. return theReader.ReadLine();
  55. return "";
  56. }
  57. public void closeSocket() {
  58. if (!socketReady)
  59. return;
  60. theWriter.Close();
  61. theReader.Close();
  62. mySocket.Close();
  63. socketReady = false;
  64. }
  65. } // end class s_TCP
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