using System; using System.Net; using System.Net.Sockets; using System.Threading; // using UnityEngine; // Using Unity 2017.1.0f3 // //Called when the application started void Start() { //Create another thread for the networking (I don't want to block the main thread in C# too) thisServer = new TcpListener(IPAddress.Any, PORT); serverThreadStart = new ThreadStart(ServerThread); serverThread = new Thread(serverThreadStart); //Start the TcpServer serverThread.Start(); } //The server thread void ServerThread() { //The reading buffer and the data Byte[] bytes = new Byte[1024]; String data = null; //Wait for the client here after he is disconnected too while (true) { //Try to accept the incoming client connectedClient = thisServer.AcceptTcpClient(); //Get a stream object for reading and writing NetworkStream stream = connectedClient.GetStream(); //The data size int i; //Try to receive data from client while its connected to the server(this) while (connectedClient.Connected) { //Dont try with data encoding id its null if ((i = stream.Read(bytes, 0, bytes.Length)) != 0) { //Get the track data and decode it / encode to ASCII data = System.Text.Encoding.ASCII.GetString(bytes, 0, i); Debug.Log(data /*The message from processing*/); } } } }