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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
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 !

This is not amazing, but this is a start !
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?
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)
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
It look like what i'm looking for, I'm going to try ! Have you ever did that ? Thank you
Your answer
 
 
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