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May 23rd, 2018
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System.IO;
  5. using UnityEngine.Networking;
  6.  
  7.  
  8. public class Data : MessageBase
  9. {
  10.  
  11.     public byte[] info;
  12.  
  13. }
  14.  
  15. public class Server : MonoBehaviour
  16. {
  17.  
  18.  
  19.  
  20.     short FromServerToClient = 30001;
  21.     short FromClientToServer = 30002;
  22.  
  23.     List<NetworkConnection> players = new List<NetworkConnection>();
  24.     bool writedTxt = false;
  25.  
  26.     public string ip = "";
  27.     public int port = 7777;
  28.  
  29.     // Use this for initialization
  30.     void Start()
  31.     {
  32.  
  33.  
  34.  
  35.         Application.runInBackground = true;
  36.         Application.targetFrameRate = 60;
  37.  
  38.         NetworkServer.RegisterHandler(MsgType.Connect, playerConnected);
  39.         NetworkServer.RegisterHandler(FromServerToClient, serverToClient);
  40.         NetworkServer.RegisterHandler(FromClientToServer, clientToServer);
  41.  
  42.         if (NetworkServer.Listen(ip, port) == true)
  43.         {
  44.  
  45.             Debug.Log("iniciado servidor");
  46.  
  47.         }
  48.         else
  49.         {
  50.  
  51.             Debug.LogError("servidor no iniciado");
  52.         }
  53.  
  54.  
  55.     }
  56.  
  57.     private void playerConnected(NetworkMessage msg)
  58.     {
  59.  
  60.         players.Add(msg.conn);
  61.         Debug.Log("player conectado " + msg.conn);
  62.  
  63.         sendMessageAll();
  64.  
  65.     }
  66.  
  67.     void sendMessageAll()
  68.     {
  69.  
  70.  
  71.         Data t = new Data();
  72.         t.info = File.ReadAllBytes("c:/prueba.txt"); //<<<<----- conectar unidad de red
  73.         NetworkServer.SendToAll(FromServerToClient, t);
  74.  
  75.     }
  76.  
  77.  
  78.     IEnumerator sendTxt()
  79.     {
  80.  
  81.         yield return new WaitUntil(() => writedTxt == true);
  82.         sendMessageAll();
  83.  
  84.  
  85.  
  86.     }
  87.  
  88.     void serverToClient(NetworkMessage msg)
  89.     {
  90.  
  91.  
  92.  
  93.  
  94.     }
  95.  
  96.     void clientToServer(NetworkMessage msg)
  97.     {
  98.  
  99.  
  100.  
  101.  
  102.     }
  103.  
  104.  
  105.  
  106.  
  107.  
  108. }
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