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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System.IO;
- using UnityEngine.Networking;
- public class Data : MessageBase
- {
- public byte[] info;
- }
- public class Server : MonoBehaviour
- {
- short FromServerToClient = 30001;
- short FromClientToServer = 30002;
- List<NetworkConnection> players = new List<NetworkConnection>();
- bool writedTxt = false;
- public string ip = "";
- public int port = 7777;
- // Use this for initialization
- void Start()
- {
- Application.runInBackground = true;
- Application.targetFrameRate = 60;
- NetworkServer.RegisterHandler(MsgType.Connect, playerConnected);
- NetworkServer.RegisterHandler(FromServerToClient, serverToClient);
- NetworkServer.RegisterHandler(FromClientToServer, clientToServer);
- if (NetworkServer.Listen(ip, port) == true)
- {
- Debug.Log("iniciado servidor");
- }
- else
- {
- Debug.LogError("servidor no iniciado");
- }
- }
- private void playerConnected(NetworkMessage msg)
- {
- players.Add(msg.conn);
- Debug.Log("player conectado " + msg.conn);
- sendMessageAll();
- }
- void sendMessageAll()
- {
- Data t = new Data();
- t.info = File.ReadAllBytes("c:/prueba.txt"); //<<<<----- conectar unidad de red
- NetworkServer.SendToAll(FromServerToClient, t);
- }
- IEnumerator sendTxt()
- {
- yield return new WaitUntil(() => writedTxt == true);
- sendMessageAll();
- }
- void serverToClient(NetworkMessage msg)
- {
- }
- void clientToServer(NetworkMessage msg)
- {
- }
- }
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