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Random problem (With Random .Net orUnity)
I have been trying to use the following script:
using UnityEngine;
using System.Collections;
using System.IO;
using System;
public class GetDateScript : MonoBehaviour {
//Get a NTP time from NIST
//do not request a nist date more than once every 4 seconds, or the connection will be refused.
//more servers at tf.nist.goc/tf-cgi/servers.cgi
public static DateTime GetDummyDate()
{
return new DateTime(1000, 1, 1); //to check if we have an online date or not.
}
public static DateTime GetNISTDate()
{
//Random ran = new Random(DateTime.Now.Millisecond);
DateTime date = GetDummyDate();
string serverResponse = string.Empty;
// Represents the list of NIST servers
string[] servers = new string[] {
"nist1-ny.ustiming.org",
"time-a.nist.gov",
"nist1-chi.ustiming.org",
"time.nist.gov",
"ntp-nist.ldsbc.edu",
"nist1-la.ustiming.org"
};
// Try each server in random order to avoid blocked requests due to too frequent request
for (int i = 0; i < 5; i++)
{
try
{
// Open a StreamReader to a random time server
StreamReader reader = new StreamReader(new System.Net.Sockets.TcpClient(servers[Random.Range(0, servers.Length)], 13).GetStream());
serverResponse = reader.ReadToEnd();
reader.Close();
// Check to see that the signature is there
if (serverResponse.Length > 47 && serverResponse.Substring(38, 9).Equals("UTC(NIST)"))
{
// Parse the date
int jd = int.Parse(serverResponse.Substring(1, 5));
int yr = int.Parse(serverResponse.Substring(7, 2));
int mo = int.Parse(serverResponse.Substring(10, 2));
int dy = int.Parse(serverResponse.Substring(13, 2));
int hr = int.Parse(serverResponse.Substring(16, 2));
int mm = int.Parse(serverResponse.Substring(19, 2));
int sc = int.Parse(serverResponse.Substring(22, 2));
if (jd > 51544)
yr += 2000;
else
yr += 1999;
date = new DateTime(yr, mo, dy, hr, mm, sc);
// Exit the loop
break;
}
}
catch (Exception ex)
{
/* Do Nothing...try the next server */
}
}
return date;
}
}
I get a compile problem with the Random.Range() I think this is because there is some conflict between the Random of .Net and the Random class in unity. Is there a way around this or to get unity to only use the correct Random.
Comment
Answer by robertbu · Mar 10, 2014 at 04:24 PM
Just put 'UnityEngine.' in front of the Random.Range() call:
UnityEngine.Random.Range(0, servers.Length)], 13)
Your answer
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