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Question by Dev_Max · Aug 19, 2016 at 09:39 AM · networkingmultiplayerservernetworkviewdedicated-server

Custom dedicated server application

Hello,

I'm looking to learn to create a dedicated server application. For example, a "cmd.exe" window where I can start the server, see if there is client connected, send a message to client...

Something like that : https://www.youtube.com/watch?v=8bplfjQaunI

I saw fews topics of people trying to do something like that, but all the answers said "Use Photon". I don't want something in the cloud..

My goal is to create a small game where player can connect to a server, spawn, shoot, die and leave. The server can be host by anyone, but i repeat, I want to learn how to make a standalone server.

If someone have anything that can help me, It will be very nice to give me.

Thanks

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Answer by Dev_Max · Aug 27, 2016 at 11:04 AM

I made a small "server", where I can get a Transform position :

I found scripts on http://www.java2s.com/Code/CSharp/Network

First, I made with a Visual Studio Console C# application.

 /*
 C# Network Programming 
 by Richard Blum
 
 Publisher: Sybex 
 ISBN: 0782141765
 */
 using System;
 using System.Net;
 using System.Net.Sockets;
 using System.Text;
 
 public class SimpleUdpSrvr
 {
     public static void Main()
     {
         int recv;
         byte[] data = new byte[1024];
         IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 9050);
 
         Socket newsock = new Socket(AddressFamily.InterNetwork,
                         SocketType.Dgram, ProtocolType.Udp);
 
         newsock.Bind(ipep);
         Console.WriteLine("Waiting for a client...");
 
         IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
         EndPoint Remote = (EndPoint)(sender);
 
         recv = newsock.ReceiveFrom(data, ref Remote);
 
         Console.WriteLine("Message received from {0}:", Remote.ToString());
         Console.WriteLine(Encoding.ASCII.GetString(data, 0, recv));
 
         string welcome = "Welcome to my test server";
         data = Encoding.ASCII.GetBytes(welcome);
         newsock.SendTo(data, data.Length, SocketFlags.None, Remote);
         while (true)
         {
             data = new byte[1024];
             recv = newsock.ReceiveFrom(data, ref Remote);
 
             Console.WriteLine(Encoding.ASCII.GetString(data, 0, recv));
             newsock.SendTo(data, recv, SocketFlags.None, Remote);
         }
     }
 }

Second, I made with Unity a game object Called UDPClient with this script attached :

 using UnityEngine;
 using UnityEngine.Networking;
 using System;
 using System.Net;
 using System.Net.Sockets;
 using System.Text;
 
 public class UDPClient : NetworkBehaviour
 {
 
     public Transform Cube;
 
     void Start()
     {
         print (Cube.position);
         byte[] data = new byte[1024];
         IPEndPoint ipep = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 9050);
 
         Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
 
         string welcome = "Hello, what's up?";
         data = Encoding.ASCII.GetBytes(welcome);
         server.SendTo(data, data.Length, SocketFlags.None, ipep);
 
         IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
         EndPoint tmpRemote = (EndPoint)sender;
 
         data = new byte[1024];
         int recv = server.ReceiveFrom(data, ref tmpRemote);
 
         Debug.Log (String.Format("Message received from {0}:", tmpRemote.ToString()));
         Debug.Log (String.Format(Encoding.ASCII.GetString(data, 0, recv)));
 
         server.SendTo(Encoding.ASCII.GetBytes(Cube.position.ToString()), tmpRemote);
 
 
         Console.WriteLine("Stopping client");
         server.Close();
 
     }
 }

This is a small modification of the original script.

And this is the result !

alt text

This is not amazing, but this is a start !


2016-08-27-123852.png (105.2 kB)
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avatar image ninjared4 · Nov 22, 2017 at 05:28 PM 0
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I've added a Username string that is transmitted along with the Vector3, and I've set up a list of accepted Usernames. How would I disconnect players that don't have a Username that is on the list?

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Answer by NFMynster · Aug 25, 2016 at 04:55 PM

A standalone server for Unet is in the road map for Unity. If you don't want to wait, you can create a simple version of it yourself. The network manager has the option to only host a server, and you can build functionality from there. (if server host, create player list and chat, etc)

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Answer by ElementalVenom · Aug 25, 2016 at 04:58 PM

Another option would be to directly use TCP or UDP connectionis to do networking. Its rather simple and much more flexible then UNET.

UDP: http://stackoverflow.com/questions/12864999/sending-and-receiving-udp-packets/12867005#12867005

TCP: http://stackoverflow.com/questions/3609280/sending-and-receiving-data-over-a-network-using-tcpclient

Good luck

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avatar image Dev_Max · Aug 27, 2016 at 09:30 AM 0
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It look like what i'm looking for, I'm going to try ! Have you ever did that ? Thank you

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