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Question by zcoldrick · Mar 10, 2014 at 04:11 PM · random.net

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.

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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)
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