├── IPv4
├── GameClient
│ ├── GameClient.sln
│ └── GameClient
│ │ ├── App.config
│ │ ├── GameClient.csproj
│ │ ├── Lidgren
│ │ ├── Encryption
│ │ │ ├── NetAESEncryption.cs
│ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ ├── NetCryptoProviderBase.cs
│ │ │ ├── NetDESEncryption.cs
│ │ │ ├── NetEncryption.cs
│ │ │ ├── NetRC2Encryption.cs
│ │ │ ├── NetTripleDESEncryption.cs
│ │ │ ├── NetXorEncryption.cs
│ │ │ └── NetXteaEncryption.cs
│ │ ├── NamespaceDoc.cs
│ │ ├── NetBigInteger.cs
│ │ ├── NetBitVector.cs
│ │ ├── NetBitWriter.cs
│ │ ├── NetBuffer.Peek.cs
│ │ ├── NetBuffer.Read.Reflection.cs
│ │ ├── NetBuffer.Read.cs
│ │ ├── NetBuffer.Write.Reflection.cs
│ │ ├── NetBuffer.Write.cs
│ │ ├── NetBuffer.cs
│ │ ├── NetClient.cs
│ │ ├── NetConnection.Handshake.cs
│ │ ├── NetConnection.Latency.cs
│ │ ├── NetConnection.MTU.cs
│ │ ├── NetConnection.cs
│ │ ├── NetConnectionStatistics.cs
│ │ ├── NetConnectionStatus.cs
│ │ ├── NetConstants.cs
│ │ ├── NetDeliveryMethod.cs
│ │ ├── NetException.cs
│ │ ├── NetFragmentationHelper.cs
│ │ ├── NetFragmentationInfo.cs
│ │ ├── NetIncomingMessage.cs
│ │ ├── NetIncomingMessageType.cs
│ │ ├── NetMessageType.cs
│ │ ├── NetNatIntroduction.cs
│ │ ├── NetOutgoingMessage.cs
│ │ ├── NetPeer.Discovery.cs
│ │ ├── NetPeer.Fragmentation.cs
│ │ ├── NetPeer.Internal.cs
│ │ ├── NetPeer.LatencySimulation.cs
│ │ ├── NetPeer.Logging.cs
│ │ ├── NetPeer.MessagePools.cs
│ │ ├── NetPeer.Send.cs
│ │ ├── NetPeer.cs
│ │ ├── NetPeerConfiguration.cs
│ │ ├── NetPeerStatistics.cs
│ │ ├── NetPeerStatus.cs
│ │ ├── NetQueue.cs
│ │ ├── NetRandom.Implementations.cs
│ │ ├── NetRandom.cs
│ │ ├── NetRandomSeed.cs
│ │ ├── NetReceiverChannelBase.cs
│ │ ├── NetReliableOrderedReceiver.cs
│ │ ├── NetReliableSenderChannel.cs
│ │ ├── NetReliableSequencedReceiver.cs
│ │ ├── NetReliableUnorderedReceiver.cs
│ │ ├── NetSRP.cs
│ │ ├── NetSendResult.cs
│ │ ├── NetSenderChannelBase.cs
│ │ ├── NetServer.cs
│ │ ├── NetStoredReliableMessage.cs
│ │ ├── NetTime.cs
│ │ ├── NetTuple.cs
│ │ ├── NetUPnP.cs
│ │ ├── NetUnreliableSenderChannel.cs
│ │ ├── NetUnreliableSequencedReceiver.cs
│ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ └── NetUtility.cs
│ │ ├── OrgProgram.cs
│ │ ├── Properties
│ │ └── AssemblyInfo.cs
│ │ └── TheProgram.cs
├── GameServer
│ ├── GameServer.sln
│ ├── GameServer
│ │ ├── App.config
│ │ ├── GameServer.csproj
│ │ ├── Lidgren
│ │ │ ├── Encryption
│ │ │ │ ├── NetAESEncryption.cs
│ │ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ │ ├── NetCryptoProviderBase.cs
│ │ │ │ ├── NetDESEncryption.cs
│ │ │ │ ├── NetEncryption.cs
│ │ │ │ ├── NetRC2Encryption.cs
│ │ │ │ ├── NetTripleDESEncryption.cs
│ │ │ │ ├── NetXorEncryption.cs
│ │ │ │ └── NetXteaEncryption.cs
│ │ │ ├── NamespaceDoc.cs
│ │ │ ├── NetBigInteger.cs
│ │ │ ├── NetBitVector.cs
│ │ │ ├── NetBitWriter.cs
│ │ │ ├── NetBuffer.Peek.cs
│ │ │ ├── NetBuffer.Read.Reflection.cs
│ │ │ ├── NetBuffer.Read.cs
│ │ │ ├── NetBuffer.Write.Reflection.cs
│ │ │ ├── NetBuffer.Write.cs
│ │ │ ├── NetBuffer.cs
│ │ │ ├── NetClient.cs
│ │ │ ├── NetConnection.Handshake.cs
│ │ │ ├── NetConnection.Latency.cs
│ │ │ ├── NetConnection.MTU.cs
│ │ │ ├── NetConnection.cs
│ │ │ ├── NetConnectionStatistics.cs
│ │ │ ├── NetConnectionStatus.cs
│ │ │ ├── NetConstants.cs
│ │ │ ├── NetDeliveryMethod.cs
│ │ │ ├── NetException.cs
│ │ │ ├── NetFragmentationHelper.cs
│ │ │ ├── NetFragmentationInfo.cs
│ │ │ ├── NetIncomingMessage.cs
│ │ │ ├── NetIncomingMessageType.cs
│ │ │ ├── NetMessageType.cs
│ │ │ ├── NetNatIntroduction.cs
│ │ │ ├── NetOutgoingMessage.cs
│ │ │ ├── NetPeer.Discovery.cs
│ │ │ ├── NetPeer.Fragmentation.cs
│ │ │ ├── NetPeer.Internal.cs
│ │ │ ├── NetPeer.LatencySimulation.cs
│ │ │ ├── NetPeer.Logging.cs
│ │ │ ├── NetPeer.MessagePools.cs
│ │ │ ├── NetPeer.Send.cs
│ │ │ ├── NetPeer.cs
│ │ │ ├── NetPeerConfiguration.cs
│ │ │ ├── NetPeerStatistics.cs
│ │ │ ├── NetPeerStatus.cs
│ │ │ ├── NetQueue.cs
│ │ │ ├── NetRandom.Implementations.cs
│ │ │ ├── NetRandom.cs
│ │ │ ├── NetRandomSeed.cs
│ │ │ ├── NetReceiverChannelBase.cs
│ │ │ ├── NetReliableOrderedReceiver.cs
│ │ │ ├── NetReliableSenderChannel.cs
│ │ │ ├── NetReliableSequencedReceiver.cs
│ │ │ ├── NetReliableUnorderedReceiver.cs
│ │ │ ├── NetSRP.cs
│ │ │ ├── NetSendResult.cs
│ │ │ ├── NetSenderChannelBase.cs
│ │ │ ├── NetServer.cs
│ │ │ ├── NetStoredReliableMessage.cs
│ │ │ ├── NetTime.cs
│ │ │ ├── NetTuple.cs
│ │ │ ├── NetUPnP.cs
│ │ │ ├── NetUnreliableSenderChannel.cs
│ │ │ ├── NetUnreliableSequencedReceiver.cs
│ │ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ │ └── NetUtility.cs
│ │ ├── LogManager.cs
│ │ ├── OrgProgram.cs
│ │ ├── Properties
│ │ │ └── AssemblyInfo.cs
│ │ ├── TheProgram.cs
│ │ └── packages.config
│ └── packages
│ │ ├── log4net.2.0.5
│ │ ├── lib
│ │ │ ├── net10-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net11-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net20-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net35-client
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net35-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net40-client
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net40-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ └── net45-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ └── log4net.2.0.5.nupkg
│ │ └── repositories.config
├── GameUnity
│ ├── Assets
│ │ ├── Build.meta
│ │ ├── Build
│ │ │ ├── androidDeploy.bat
│ │ │ └── androidDeploy.bat.meta
│ │ ├── Command.meta
│ │ ├── Command
│ │ │ ├── AndroidBuild.bat
│ │ │ ├── AndroidBuild.bat.meta
│ │ │ ├── IOSBuild.sh
│ │ │ └── IOSBuild.sh.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── CommandLineReader.cs
│ │ │ ├── CommandLineReader.cs.meta
│ │ │ ├── PerformBuild.cs
│ │ │ └── PerformBuild.cs.meta
│ │ ├── Lidgren.meta
│ │ ├── Lidgren
│ │ │ ├── Encryption.meta
│ │ │ ├── Encryption
│ │ │ │ ├── NetAESEncryption.cs
│ │ │ │ ├── NetAESEncryption.cs.meta
│ │ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ │ ├── NetBlockEncryptionBase.cs.meta
│ │ │ │ ├── NetCryptoProviderBase.cs
│ │ │ │ ├── NetCryptoProviderBase.cs.meta
│ │ │ │ ├── NetDESEncryption.cs
│ │ │ │ ├── NetDESEncryption.cs.meta
│ │ │ │ ├── NetEncryption.cs
│ │ │ │ ├── NetEncryption.cs.meta
│ │ │ │ ├── NetRC2Encryption.cs
│ │ │ │ ├── NetRC2Encryption.cs.meta
│ │ │ │ ├── NetTripleDESEncryption.cs
│ │ │ │ ├── NetTripleDESEncryption.cs.meta
│ │ │ │ ├── NetXorEncryption.cs
│ │ │ │ ├── NetXorEncryption.cs.meta
│ │ │ │ ├── NetXteaEncryption.cs
│ │ │ │ └── NetXteaEncryption.cs.meta
│ │ │ ├── NamespaceDoc.cs
│ │ │ ├── NamespaceDoc.cs.meta
│ │ │ ├── NetBigInteger.cs
│ │ │ ├── NetBigInteger.cs.meta
│ │ │ ├── NetBitVector.cs
│ │ │ ├── NetBitVector.cs.meta
│ │ │ ├── NetBitWriter.cs
│ │ │ ├── NetBitWriter.cs.meta
│ │ │ ├── NetBuffer.Peek.cs
│ │ │ ├── NetBuffer.Peek.cs.meta
│ │ │ ├── NetBuffer.Read.Reflection.cs
│ │ │ ├── NetBuffer.Read.Reflection.cs.meta
│ │ │ ├── NetBuffer.Read.cs
│ │ │ ├── NetBuffer.Read.cs.meta
│ │ │ ├── NetBuffer.Write.Reflection.cs
│ │ │ ├── NetBuffer.Write.Reflection.cs.meta
│ │ │ ├── NetBuffer.Write.cs
│ │ │ ├── NetBuffer.Write.cs.meta
│ │ │ ├── NetBuffer.cs
│ │ │ ├── NetBuffer.cs.meta
│ │ │ ├── NetClient.cs
│ │ │ ├── NetClient.cs.meta
│ │ │ ├── NetConnection.Handshake.cs
│ │ │ ├── NetConnection.Handshake.cs.meta
│ │ │ ├── NetConnection.Latency.cs
│ │ │ ├── NetConnection.Latency.cs.meta
│ │ │ ├── NetConnection.MTU.cs
│ │ │ ├── NetConnection.MTU.cs.meta
│ │ │ ├── NetConnection.cs
│ │ │ ├── NetConnection.cs.meta
│ │ │ ├── NetConnectionStatistics.cs
│ │ │ ├── NetConnectionStatistics.cs.meta
│ │ │ ├── NetConnectionStatus.cs
│ │ │ ├── NetConnectionStatus.cs.meta
│ │ │ ├── NetConstants.cs
│ │ │ ├── NetConstants.cs.meta
│ │ │ ├── NetDeliveryMethod.cs
│ │ │ ├── NetDeliveryMethod.cs.meta
│ │ │ ├── NetException.cs
│ │ │ ├── NetException.cs.meta
│ │ │ ├── NetFragmentationHelper.cs
│ │ │ ├── NetFragmentationHelper.cs.meta
│ │ │ ├── NetFragmentationInfo.cs
│ │ │ ├── NetFragmentationInfo.cs.meta
│ │ │ ├── NetIncomingMessage.cs
│ │ │ ├── NetIncomingMessage.cs.meta
│ │ │ ├── NetIncomingMessageType.cs
│ │ │ ├── NetIncomingMessageType.cs.meta
│ │ │ ├── NetMessageType.cs
│ │ │ ├── NetMessageType.cs.meta
│ │ │ ├── NetNatIntroduction.cs
│ │ │ ├── NetNatIntroduction.cs.meta
│ │ │ ├── NetOutgoingMessage.cs
│ │ │ ├── NetOutgoingMessage.cs.meta
│ │ │ ├── NetPeer.Discovery.cs
│ │ │ ├── NetPeer.Discovery.cs.meta
│ │ │ ├── NetPeer.Fragmentation.cs
│ │ │ ├── NetPeer.Fragmentation.cs.meta
│ │ │ ├── NetPeer.Internal.cs
│ │ │ ├── NetPeer.Internal.cs.meta
│ │ │ ├── NetPeer.LatencySimulation.cs
│ │ │ ├── NetPeer.LatencySimulation.cs.meta
│ │ │ ├── NetPeer.Logging.cs
│ │ │ ├── NetPeer.Logging.cs.meta
│ │ │ ├── NetPeer.MessagePools.cs
│ │ │ ├── NetPeer.MessagePools.cs.meta
│ │ │ ├── NetPeer.Send.cs
│ │ │ ├── NetPeer.Send.cs.meta
│ │ │ ├── NetPeer.cs
│ │ │ ├── NetPeer.cs.meta
│ │ │ ├── NetPeerConfiguration.cs
│ │ │ ├── NetPeerConfiguration.cs.meta
│ │ │ ├── NetPeerStatistics.cs
│ │ │ ├── NetPeerStatistics.cs.meta
│ │ │ ├── NetPeerStatus.cs
│ │ │ ├── NetPeerStatus.cs.meta
│ │ │ ├── NetQueue.cs
│ │ │ ├── NetQueue.cs.meta
│ │ │ ├── NetRandom.Implementations.cs
│ │ │ ├── NetRandom.Implementations.cs.meta
│ │ │ ├── NetRandom.cs
│ │ │ ├── NetRandom.cs.meta
│ │ │ ├── NetRandomSeed.cs
│ │ │ ├── NetRandomSeed.cs.meta
│ │ │ ├── NetReceiverChannelBase.cs
│ │ │ ├── NetReceiverChannelBase.cs.meta
│ │ │ ├── NetReliableOrderedReceiver.cs
│ │ │ ├── NetReliableOrderedReceiver.cs.meta
│ │ │ ├── NetReliableSenderChannel.cs
│ │ │ ├── NetReliableSenderChannel.cs.meta
│ │ │ ├── NetReliableSequencedReceiver.cs
│ │ │ ├── NetReliableSequencedReceiver.cs.meta
│ │ │ ├── NetReliableUnorderedReceiver.cs
│ │ │ ├── NetReliableUnorderedReceiver.cs.meta
│ │ │ ├── NetSRP.cs
│ │ │ ├── NetSRP.cs.meta
│ │ │ ├── NetSendResult.cs
│ │ │ ├── NetSendResult.cs.meta
│ │ │ ├── NetSenderChannelBase.cs
│ │ │ ├── NetSenderChannelBase.cs.meta
│ │ │ ├── NetServer.cs
│ │ │ ├── NetServer.cs.meta
│ │ │ ├── NetStoredReliableMessage.cs
│ │ │ ├── NetStoredReliableMessage.cs.meta
│ │ │ ├── NetTime.cs
│ │ │ ├── NetTime.cs.meta
│ │ │ ├── NetTuple.cs
│ │ │ ├── NetTuple.cs.meta
│ │ │ ├── NetUPnP.cs
│ │ │ ├── NetUPnP.cs.meta
│ │ │ ├── NetUnreliableSenderChannel.cs
│ │ │ ├── NetUnreliableSenderChannel.cs.meta
│ │ │ ├── NetUnreliableSequencedReceiver.cs
│ │ │ ├── NetUnreliableSequencedReceiver.cs.meta
│ │ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ │ ├── NetUnreliableUnorderedReceiver.cs.meta
│ │ │ ├── NetUtility.cs
│ │ │ └── NetUtility.cs.meta
│ │ ├── Plugins.meta
│ │ ├── Plugins
│ │ │ ├── Ionic.Zip.Reduced.dll
│ │ │ └── Ionic.Zip.Reduced.dll.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── TextFiles.meta
│ │ │ ├── TextFiles
│ │ │ │ ├── Android.txt
│ │ │ │ ├── Android.txt.meta
│ │ │ │ ├── iOS.txt
│ │ │ │ └── iOS.txt.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── GameIcon.meta
│ │ │ │ ├── GameIcon
│ │ │ │ ├── Android.meta
│ │ │ │ ├── Android
│ │ │ │ │ └── GameIcon.png
│ │ │ │ ├── GameIcon.png
│ │ │ │ ├── GameIcon.png.meta
│ │ │ │ ├── IOS.meta
│ │ │ │ └── IOS
│ │ │ │ │ └── GameIcon.png
│ │ │ │ ├── Splash.png
│ │ │ │ └── Splash.png.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── ConfigManager.cs
│ │ │ ├── ConfigManager.cs.meta
│ │ │ ├── ResourceManager.cs
│ │ │ ├── ResourceManager.cs.meta
│ │ │ ├── TheProgram.cs
│ │ │ └── TheProgram.cs.meta
│ │ ├── StreamingAssets.meta
│ │ ├── StreamingAssets
│ │ │ ├── README.md
│ │ │ └── README.md.meta
│ │ ├── TheScene.unity
│ │ ├── TheScene.unity.meta
│ │ ├── UnityVS.meta
│ │ └── UnityVS
│ │ │ ├── Editor.meta
│ │ │ └── Editor
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll.meta
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll.meta
│ │ │ ├── UnityVS.VersionSpecific.dll
│ │ │ └── UnityVS.VersionSpecific.dll.meta
│ └── ProjectSettings
│ │ ├── AudioManager.asset
│ │ ├── DynamicsManager.asset
│ │ ├── EditorBuildSettings.asset
│ │ ├── EditorSettings.asset
│ │ ├── GraphicsSettings.asset
│ │ ├── InputManager.asset
│ │ ├── NavMeshLayers.asset
│ │ ├── NetworkManager.asset
│ │ ├── Physics2DSettings.asset
│ │ ├── ProjectSettings.asset
│ │ ├── QualitySettings.asset
│ │ ├── TagManager.asset
│ │ └── TimeManager.asset
└── README.md
├── IPv6
├── GameClient
│ ├── GameClient.sln
│ └── GameClient
│ │ ├── App.config
│ │ ├── GameClient.csproj
│ │ ├── IPNetworkManager.cs
│ │ ├── Lidgren
│ │ ├── Encryption
│ │ │ ├── NetAESEncryption.cs
│ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ ├── NetCryptoProviderBase.cs
│ │ │ ├── NetDESEncryption.cs
│ │ │ ├── NetEncryption.cs
│ │ │ ├── NetRC2Encryption.cs
│ │ │ ├── NetTripleDESEncryption.cs
│ │ │ ├── NetXorEncryption.cs
│ │ │ └── NetXteaEncryption.cs
│ │ ├── Miscellaneous.cs
│ │ ├── NamespaceDoc.cs
│ │ ├── NetBigInteger.cs
│ │ ├── NetBitVector.cs
│ │ ├── NetBitWriter.cs
│ │ ├── NetBuffer.Peek.cs
│ │ ├── NetBuffer.Read.Reflection.cs
│ │ ├── NetBuffer.Read.cs
│ │ ├── NetBuffer.Write.Reflection.cs
│ │ ├── NetBuffer.Write.cs
│ │ ├── NetBuffer.cs
│ │ ├── NetClient.cs
│ │ ├── NetConnection.Handshake.cs
│ │ ├── NetConnection.Latency.cs
│ │ ├── NetConnection.MTU.cs
│ │ ├── NetConnection.cs
│ │ ├── NetConnectionStatistics.cs
│ │ ├── NetConnectionStatus.cs
│ │ ├── NetConstants.cs
│ │ ├── NetDeliveryMethod.cs
│ │ ├── NetException.cs
│ │ ├── NetFragmentationHelper.cs
│ │ ├── NetFragmentationInfo.cs
│ │ ├── NetIncomingMessage.cs
│ │ ├── NetIncomingMessageType.cs
│ │ ├── NetMessageType.cs
│ │ ├── NetNatIntroduction.cs
│ │ ├── NetOutgoingMessage.cs
│ │ ├── NetPeer.Discovery.cs
│ │ ├── NetPeer.Fragmentation.cs
│ │ ├── NetPeer.Internal.cs
│ │ ├── NetPeer.LatencySimulation.cs
│ │ ├── NetPeer.Logging.cs
│ │ ├── NetPeer.MessagePools.cs
│ │ ├── NetPeer.Send.cs
│ │ ├── NetPeer.cs
│ │ ├── NetPeerConfiguration.cs
│ │ ├── NetPeerStatistics.cs
│ │ ├── NetPeerStatus.cs
│ │ ├── NetQueue.cs
│ │ ├── NetRandom.Implementations.cs
│ │ ├── NetRandom.cs
│ │ ├── NetRandomSeed.cs
│ │ ├── NetReceiverChannelBase.cs
│ │ ├── NetReliableOrderedReceiver.cs
│ │ ├── NetReliableSenderChannel.cs
│ │ ├── NetReliableSequencedReceiver.cs
│ │ ├── NetReliableUnorderedReceiver.cs
│ │ ├── NetSRP.cs
│ │ ├── NetSendResult.cs
│ │ ├── NetSenderChannelBase.cs
│ │ ├── NetServer.cs
│ │ ├── NetStoredReliableMessage.cs
│ │ ├── NetTime.cs
│ │ ├── NetTuple.cs
│ │ ├── NetUPnP.cs
│ │ ├── NetUnreliableSenderChannel.cs
│ │ ├── NetUnreliableSequencedReceiver.cs
│ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ └── NetUtility.cs
│ │ ├── LogManager.cs
│ │ ├── Program.cs
│ │ └── Properties
│ │ └── AssemblyInfo.cs
├── GameServer
│ ├── GameServer.sln
│ ├── GameServer
│ │ ├── App.config
│ │ ├── GameServer.csproj
│ │ ├── Lidgren
│ │ │ ├── Encryption
│ │ │ │ ├── NetAESEncryption.cs
│ │ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ │ ├── NetCryptoProviderBase.cs
│ │ │ │ ├── NetDESEncryption.cs
│ │ │ │ ├── NetEncryption.cs
│ │ │ │ ├── NetRC2Encryption.cs
│ │ │ │ ├── NetTripleDESEncryption.cs
│ │ │ │ ├── NetXorEncryption.cs
│ │ │ │ └── NetXteaEncryption.cs
│ │ │ ├── NamespaceDoc.cs
│ │ │ ├── NetBigInteger.cs
│ │ │ ├── NetBitVector.cs
│ │ │ ├── NetBitWriter.cs
│ │ │ ├── NetBuffer.Peek.cs
│ │ │ ├── NetBuffer.Read.Reflection.cs
│ │ │ ├── NetBuffer.Read.cs
│ │ │ ├── NetBuffer.Write.Reflection.cs
│ │ │ ├── NetBuffer.Write.cs
│ │ │ ├── NetBuffer.cs
│ │ │ ├── NetClient.cs
│ │ │ ├── NetConnection.Handshake.cs
│ │ │ ├── NetConnection.Latency.cs
│ │ │ ├── NetConnection.MTU.cs
│ │ │ ├── NetConnection.cs
│ │ │ ├── NetConnectionStatistics.cs
│ │ │ ├── NetConnectionStatus.cs
│ │ │ ├── NetConstants.cs
│ │ │ ├── NetDeliveryMethod.cs
│ │ │ ├── NetException.cs
│ │ │ ├── NetFragmentationHelper.cs
│ │ │ ├── NetFragmentationInfo.cs
│ │ │ ├── NetIncomingMessage.cs
│ │ │ ├── NetIncomingMessageType.cs
│ │ │ ├── NetMessageType.cs
│ │ │ ├── NetNatIntroduction.cs
│ │ │ ├── NetOutgoingMessage.cs
│ │ │ ├── NetPeer.Discovery.cs
│ │ │ ├── NetPeer.Fragmentation.cs
│ │ │ ├── NetPeer.Internal.cs
│ │ │ ├── NetPeer.LatencySimulation.cs
│ │ │ ├── NetPeer.Logging.cs
│ │ │ ├── NetPeer.MessagePools.cs
│ │ │ ├── NetPeer.Send.cs
│ │ │ ├── NetPeer.cs
│ │ │ ├── NetPeerConfiguration.cs
│ │ │ ├── NetPeerStatistics.cs
│ │ │ ├── NetPeerStatus.cs
│ │ │ ├── NetQueue.cs
│ │ │ ├── NetRandom.Implementations.cs
│ │ │ ├── NetRandom.cs
│ │ │ ├── NetRandomSeed.cs
│ │ │ ├── NetReceiverChannelBase.cs
│ │ │ ├── NetReliableOrderedReceiver.cs
│ │ │ ├── NetReliableSenderChannel.cs
│ │ │ ├── NetReliableSequencedReceiver.cs
│ │ │ ├── NetReliableUnorderedReceiver.cs
│ │ │ ├── NetSRP.cs
│ │ │ ├── NetSendResult.cs
│ │ │ ├── NetSenderChannelBase.cs
│ │ │ ├── NetServer.cs
│ │ │ ├── NetStoredReliableMessage.cs
│ │ │ ├── NetTime.cs
│ │ │ ├── NetTuple.cs
│ │ │ ├── NetUPnP.cs
│ │ │ ├── NetUnreliableSenderChannel.cs
│ │ │ ├── NetUnreliableSequencedReceiver.cs
│ │ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ │ └── NetUtility.cs
│ │ ├── LogManager.cs
│ │ ├── Program.cs
│ │ ├── Properties
│ │ │ └── AssemblyInfo.cs
│ │ └── packages.config
│ └── packages
│ │ ├── log4net.2.0.5
│ │ ├── lib
│ │ │ ├── net10-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net11-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net20-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net35-client
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net35-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net40-client
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ ├── net40-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ │ └── net45-full
│ │ │ │ ├── log4net.dll
│ │ │ │ └── log4net.xml
│ │ └── log4net.2.0.5.nupkg
│ │ └── repositories.config
├── GameUnity
│ ├── Assets
│ │ ├── Build.meta
│ │ ├── Build
│ │ │ ├── androidDeploy.bat
│ │ │ └── androidDeploy.bat.meta
│ │ ├── Command.meta
│ │ ├── Command
│ │ │ ├── AndroidBuild.bat
│ │ │ ├── AndroidBuild.bat.meta
│ │ │ ├── IOSBuild.sh
│ │ │ └── IOSBuild.sh.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── CommandLineReader.cs
│ │ │ ├── CommandLineReader.cs.meta
│ │ │ ├── PerformBuild.cs
│ │ │ └── PerformBuild.cs.meta
│ │ ├── Lidgren.meta
│ │ ├── Lidgren
│ │ │ ├── Encryption.meta
│ │ │ ├── Encryption
│ │ │ │ ├── NetAESEncryption.cs
│ │ │ │ ├── NetAESEncryption.cs.meta
│ │ │ │ ├── NetBlockEncryptionBase.cs
│ │ │ │ ├── NetBlockEncryptionBase.cs.meta
│ │ │ │ ├── NetCryptoProviderBase.cs
│ │ │ │ ├── NetCryptoProviderBase.cs.meta
│ │ │ │ ├── NetDESEncryption.cs
│ │ │ │ ├── NetDESEncryption.cs.meta
│ │ │ │ ├── NetEncryption.cs
│ │ │ │ ├── NetEncryption.cs.meta
│ │ │ │ ├── NetRC2Encryption.cs
│ │ │ │ ├── NetRC2Encryption.cs.meta
│ │ │ │ ├── NetTripleDESEncryption.cs
│ │ │ │ ├── NetTripleDESEncryption.cs.meta
│ │ │ │ ├── NetXorEncryption.cs
│ │ │ │ ├── NetXorEncryption.cs.meta
│ │ │ │ ├── NetXteaEncryption.cs
│ │ │ │ └── NetXteaEncryption.cs.meta
│ │ │ ├── Miscellaneous.cs
│ │ │ ├── Miscellaneous.cs.meta
│ │ │ ├── NamespaceDoc.cs
│ │ │ ├── NamespaceDoc.cs.meta
│ │ │ ├── NetBigInteger.cs
│ │ │ ├── NetBigInteger.cs.meta
│ │ │ ├── NetBitVector.cs
│ │ │ ├── NetBitVector.cs.meta
│ │ │ ├── NetBitWriter.cs
│ │ │ ├── NetBitWriter.cs.meta
│ │ │ ├── NetBuffer.Peek.cs
│ │ │ ├── NetBuffer.Peek.cs.meta
│ │ │ ├── NetBuffer.Read.Reflection.cs
│ │ │ ├── NetBuffer.Read.Reflection.cs.meta
│ │ │ ├── NetBuffer.Read.cs
│ │ │ ├── NetBuffer.Read.cs.meta
│ │ │ ├── NetBuffer.Write.Reflection.cs
│ │ │ ├── NetBuffer.Write.Reflection.cs.meta
│ │ │ ├── NetBuffer.Write.cs
│ │ │ ├── NetBuffer.Write.cs.meta
│ │ │ ├── NetBuffer.cs
│ │ │ ├── NetBuffer.cs.meta
│ │ │ ├── NetClient.cs
│ │ │ ├── NetClient.cs.meta
│ │ │ ├── NetConnection.Handshake.cs
│ │ │ ├── NetConnection.Handshake.cs.meta
│ │ │ ├── NetConnection.Latency.cs
│ │ │ ├── NetConnection.Latency.cs.meta
│ │ │ ├── NetConnection.MTU.cs
│ │ │ ├── NetConnection.MTU.cs.meta
│ │ │ ├── NetConnection.cs
│ │ │ ├── NetConnection.cs.meta
│ │ │ ├── NetConnectionStatistics.cs
│ │ │ ├── NetConnectionStatistics.cs.meta
│ │ │ ├── NetConnectionStatus.cs
│ │ │ ├── NetConnectionStatus.cs.meta
│ │ │ ├── NetConstants.cs
│ │ │ ├── NetConstants.cs.meta
│ │ │ ├── NetDeliveryMethod.cs
│ │ │ ├── NetDeliveryMethod.cs.meta
│ │ │ ├── NetException.cs
│ │ │ ├── NetException.cs.meta
│ │ │ ├── NetFragmentationHelper.cs
│ │ │ ├── NetFragmentationHelper.cs.meta
│ │ │ ├── NetFragmentationInfo.cs
│ │ │ ├── NetFragmentationInfo.cs.meta
│ │ │ ├── NetIncomingMessage.cs
│ │ │ ├── NetIncomingMessage.cs.meta
│ │ │ ├── NetIncomingMessageType.cs
│ │ │ ├── NetIncomingMessageType.cs.meta
│ │ │ ├── NetMessageType.cs
│ │ │ ├── NetMessageType.cs.meta
│ │ │ ├── NetNatIntroduction.cs
│ │ │ ├── NetNatIntroduction.cs.meta
│ │ │ ├── NetOutgoingMessage.cs
│ │ │ ├── NetOutgoingMessage.cs.meta
│ │ │ ├── NetPeer.Discovery.cs
│ │ │ ├── NetPeer.Discovery.cs.meta
│ │ │ ├── NetPeer.Fragmentation.cs
│ │ │ ├── NetPeer.Fragmentation.cs.meta
│ │ │ ├── NetPeer.Internal.cs
│ │ │ ├── NetPeer.Internal.cs.meta
│ │ │ ├── NetPeer.LatencySimulation.cs
│ │ │ ├── NetPeer.LatencySimulation.cs.meta
│ │ │ ├── NetPeer.Logging.cs
│ │ │ ├── NetPeer.Logging.cs.meta
│ │ │ ├── NetPeer.MessagePools.cs
│ │ │ ├── NetPeer.MessagePools.cs.meta
│ │ │ ├── NetPeer.Send.cs
│ │ │ ├── NetPeer.Send.cs.meta
│ │ │ ├── NetPeer.cs
│ │ │ ├── NetPeer.cs.meta
│ │ │ ├── NetPeerConfiguration.cs
│ │ │ ├── NetPeerConfiguration.cs.meta
│ │ │ ├── NetPeerStatistics.cs
│ │ │ ├── NetPeerStatistics.cs.meta
│ │ │ ├── NetPeerStatus.cs
│ │ │ ├── NetPeerStatus.cs.meta
│ │ │ ├── NetQueue.cs
│ │ │ ├── NetQueue.cs.meta
│ │ │ ├── NetRandom.Implementations.cs
│ │ │ ├── NetRandom.Implementations.cs.meta
│ │ │ ├── NetRandom.cs
│ │ │ ├── NetRandom.cs.meta
│ │ │ ├── NetRandomSeed.cs
│ │ │ ├── NetRandomSeed.cs.meta
│ │ │ ├── NetReceiverChannelBase.cs
│ │ │ ├── NetReceiverChannelBase.cs.meta
│ │ │ ├── NetReliableOrderedReceiver.cs
│ │ │ ├── NetReliableOrderedReceiver.cs.meta
│ │ │ ├── NetReliableSenderChannel.cs
│ │ │ ├── NetReliableSenderChannel.cs.meta
│ │ │ ├── NetReliableSequencedReceiver.cs
│ │ │ ├── NetReliableSequencedReceiver.cs.meta
│ │ │ ├── NetReliableUnorderedReceiver.cs
│ │ │ ├── NetReliableUnorderedReceiver.cs.meta
│ │ │ ├── NetSRP.cs
│ │ │ ├── NetSRP.cs.meta
│ │ │ ├── NetSendResult.cs
│ │ │ ├── NetSendResult.cs.meta
│ │ │ ├── NetSenderChannelBase.cs
│ │ │ ├── NetSenderChannelBase.cs.meta
│ │ │ ├── NetServer.cs
│ │ │ ├── NetServer.cs.meta
│ │ │ ├── NetStoredReliableMessage.cs
│ │ │ ├── NetStoredReliableMessage.cs.meta
│ │ │ ├── NetTime.cs
│ │ │ ├── NetTime.cs.meta
│ │ │ ├── NetTuple.cs
│ │ │ ├── NetTuple.cs.meta
│ │ │ ├── NetUPnP.cs
│ │ │ ├── NetUPnP.cs.meta
│ │ │ ├── NetUnreliableSenderChannel.cs
│ │ │ ├── NetUnreliableSenderChannel.cs.meta
│ │ │ ├── NetUnreliableSequencedReceiver.cs
│ │ │ ├── NetUnreliableSequencedReceiver.cs.meta
│ │ │ ├── NetUnreliableUnorderedReceiver.cs
│ │ │ ├── NetUnreliableUnorderedReceiver.cs.meta
│ │ │ ├── NetUtility.cs
│ │ │ └── NetUtility.cs.meta
│ │ ├── Plugins.meta
│ │ ├── Plugins
│ │ │ ├── Ionic.Zip.Reduced.dll
│ │ │ └── Ionic.Zip.Reduced.dll.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── TextFiles.meta
│ │ │ ├── TextFiles
│ │ │ │ ├── Android.txt
│ │ │ │ ├── Android.txt.meta
│ │ │ │ ├── iOS.txt
│ │ │ │ └── iOS.txt.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── GameIcon.meta
│ │ │ │ ├── GameIcon
│ │ │ │ ├── Android.meta
│ │ │ │ ├── Android
│ │ │ │ │ ├── GameIcon.png
│ │ │ │ │ └── GameIcon.png.meta
│ │ │ │ ├── GameIcon.png
│ │ │ │ ├── GameIcon.png.meta
│ │ │ │ ├── IOS.meta
│ │ │ │ └── IOS
│ │ │ │ │ ├── GameIcon.png
│ │ │ │ │ └── GameIcon.png.meta
│ │ │ │ ├── Splash.png
│ │ │ │ └── Splash.png.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── ConfigManager.cs
│ │ │ ├── ConfigManager.cs.meta
│ │ │ ├── IPNetworkManager.cs
│ │ │ ├── IPNetworkManager.cs.meta
│ │ │ ├── LogManager.cs
│ │ │ ├── LogManager.cs.meta
│ │ │ ├── ResourceManager.cs
│ │ │ ├── ResourceManager.cs.meta
│ │ │ ├── TheProgram.cs
│ │ │ └── TheProgram.cs.meta
│ │ ├── StreamingAssets.meta
│ │ ├── StreamingAssets
│ │ │ ├── README.md
│ │ │ └── README.md.meta
│ │ ├── TheScene.unity
│ │ ├── TheScene.unity.meta
│ │ ├── UnityVS.meta
│ │ └── UnityVS
│ │ │ ├── Editor.meta
│ │ │ └── Editor
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll.meta
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll
│ │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll.meta
│ │ │ ├── UnityVS.VersionSpecific.dll
│ │ │ └── UnityVS.VersionSpecific.dll.meta
│ └── ProjectSettings
│ │ ├── AudioManager.asset
│ │ ├── DynamicsManager.asset
│ │ ├── EditorBuildSettings.asset
│ │ ├── EditorSettings.asset
│ │ ├── GraphicsSettings.asset
│ │ ├── InputManager.asset
│ │ ├── NavMeshLayers.asset
│ │ ├── NetworkManager.asset
│ │ ├── Physics2DSettings.asset
│ │ ├── ProjectSettings.asset
│ │ ├── QualitySettings.asset
│ │ ├── TagManager.asset
│ │ └── TimeManager.asset
└── README.md
├── LICENSE
└── README.md
/IPv4/GameClient/GameClient.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2012
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameClient", "GameClient\GameClient.csproj", "{823828F9-0770-4A80-9186-0CDEB283386D}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|x86 = Debug|x86
9 | Release|x86 = Release|x86
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {823828F9-0770-4A80-9186-0CDEB283386D}.Debug|x86.ActiveCfg = Debug|x86
13 | {823828F9-0770-4A80-9186-0CDEB283386D}.Debug|x86.Build.0 = Debug|x86
14 | {823828F9-0770-4A80-9186-0CDEB283386D}.Release|x86.ActiveCfg = Release|x86
15 | {823828F9-0770-4A80-9186-0CDEB283386D}.Release|x86.Build.0 = Release|x86
16 | EndGlobalSection
17 | EndGlobal
18 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/App.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/Encryption/NetAESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/Encryption/NetDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/Encryption/NetEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/Encryption/NetRC2Encryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/Encryption/NetTripleDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NamespaceDoc.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetDeliveryMethod.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetFragmentationInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetRandomSeed.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetReceiverChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetSendResult.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetSenderChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetStoredReliableMessage.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetTuple.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetUnreliableSequencedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Lidgren/NetUnreliableUnorderedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/IPv4/GameClient/GameClient/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 |
4 | // Information about this assembly is defined by the following attributes.
5 | // Change them to the values specific to your project.
6 |
7 | [assembly: AssemblyTitle("GameClient")]
8 | [assembly: AssemblyDescription("")]
9 | [assembly: AssemblyConfiguration("")]
10 | [assembly: AssemblyCompany("")]
11 | [assembly: AssemblyProduct("")]
12 | [assembly: AssemblyCopyright("TEST")]
13 | [assembly: AssemblyTrademark("")]
14 | [assembly: AssemblyCulture("")]
15 |
16 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
17 | // The form "{Major}.{Minor}.*" will automatically update the build and revision,
18 | // and "{Major}.{Minor}.{Build}.*" will update just the revision.
19 |
20 | [assembly: AssemblyVersion("3.0")]
21 |
22 | // The following attributes are used to specify the signing key for the assembly,
23 | // if desired. See the Mono documentation for more information about signing.
24 |
25 | //[assembly: AssemblyDelaySign(false)]
26 | //[assembly: AssemblyKeyFile("")]
27 |
28 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2012
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameServer", "GameServer\GameServer.csproj", "{BCF0855B-D4B3-4FB1-A952-C221D2669F0B}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|x86 = Debug|x86
9 | Release|x86 = Release|x86
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Debug|x86.ActiveCfg = Debug|x86
13 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Debug|x86.Build.0 = Debug|x86
14 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Release|x86.ActiveCfg = Release|x86
15 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Release|x86.Build.0 = Release|x86
16 | EndGlobalSection
17 | EndGlobal
18 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/App.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/Encryption/NetAESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/Encryption/NetDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/Encryption/NetEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/Encryption/NetRC2Encryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/Encryption/NetTripleDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NamespaceDoc.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetDeliveryMethod.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetFragmentationInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetRandomSeed.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetReceiverChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetSendResult.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetSenderChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetStoredReliableMessage.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetTuple.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetUnreliableSequencedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Lidgren/NetUnreliableUnorderedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/LogManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Globalization;
3 | using System.Runtime.InteropServices;
4 |
5 | namespace GameServer
6 | {
7 | public static class NativeMethods
8 | {
9 | [DllImport("Kernel32", EntryPoint = "GetCurrentThreadId", ExactSpelling = true)]
10 | internal static extern Int32 GetCurrentWin32ThreadId();
11 | }
12 |
13 | public static class LogManager
14 | {
15 | private static readonly log4net.ILog OUTPUT = log4net.LogManager.GetLogger(typeof(LogManager));
16 | private static Int32 threadId;
17 |
18 | public static void Initialize()
19 | {
20 | log4net.Config.XmlConfigurator.Configure();
21 | threadId = NativeMethods.GetCurrentWin32ThreadId();
22 | }
23 |
24 | public static void Info(String message)
25 | {
26 | Int32 nextThreadId = NativeMethods.GetCurrentWin32ThreadId();
27 | String prefix = threadId == nextThreadId ? "MAIN" : "work";
28 |
29 | String value = String.Format("[{0}][{1}] {2}", prefix, nextThreadId.ToString(CultureInfo.InvariantCulture).PadLeft(5, ' '), message);
30 | OUTPUT.Info(value);
31 | }
32 | }
33 | }
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 |
4 | // Information about this assembly is defined by the following attributes.
5 | // Change them to the values specific to your project.
6 |
7 | [assembly: AssemblyTitle("GameServer")]
8 | [assembly: AssemblyDescription("")]
9 | [assembly: AssemblyConfiguration("")]
10 | [assembly: AssemblyCompany("")]
11 | [assembly: AssemblyProduct("")]
12 | [assembly: AssemblyCopyright("TEST")]
13 | [assembly: AssemblyTrademark("")]
14 | [assembly: AssemblyCulture("")]
15 |
16 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
17 | // The form "{Major}.{Minor}.*" will automatically update the build and revision,
18 | // and "{Major}.{Minor}.{Build}.*" will update just the revision.
19 |
20 | [assembly: AssemblyVersion("3.0")]
21 |
22 | // The following attributes are used to specify the signing key for the assembly,
23 | // if desired. See the Mono documentation for more information about signing.
24 |
25 | //[assembly: AssemblyDelaySign(false)]
26 | //[assembly: AssemblyKeyFile("")]
27 |
28 |
--------------------------------------------------------------------------------
/IPv4/GameServer/GameServer/packages.config:
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1 |
2 |
3 |
4 |
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/IPv4/GameServer/packages/log4net.2.0.5/lib/net10-full/log4net.dll:
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/IPv4/GameServer/packages/repositories.config:
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1 |
2 |
3 |
4 |
--------------------------------------------------------------------------------
/IPv4/GameUnity/Assets/Build.meta:
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1 | fileFormatVersion: 2
2 | guid: 49aa25ea4baf5e24d9c4ab16dccedd0e
3 | folderAsset: yes
4 | DefaultImporter:
5 | userData:
6 |
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/IPv4/GameUnity/Assets/Build/androidDeploy.bat:
--------------------------------------------------------------------------------
1 | @ECHO off
2 | REM Android Deployment Script
3 |
4 | REM Check Android Location. Anyone with a weird android location on their machine can add it here.
5 | IF EXIST d:\android\ set androidlocation=d:\android\
6 | IF EXIST c:\android\ set androidlocation=c:\android\
7 |
8 | if not defined androidlocation (
9 | echo Android not found. Either Android SDK is not installed, or is in an unusual location.
10 | goto end
11 | )
12 |
13 | set versioncode=1
14 | set apkname=com.steveproxna.gameunity
15 |
16 |
17 | echo Android found at %androidlocation%
18 |
19 | REM Set adb.exe location
20 | set adb=%androidlocation%sdk\platform-tools\adb.exe
21 | echo adb at %adb%
22 |
23 |
24 | REM Horrendous batch file hack to read the android version into a variable.
25 | for /f %%i in ('%adb% shell getprop ro.build.version.release') do set androidversion=%%i
26 | echo Android version is %androidversion%
27 |
28 | REM check for installation
29 | for /f %%i in ('%adb% shell pm list packages %apkname%') do set installed=%%i
30 | echo installed...%installed%
31 |
32 | if (%installed%) == () goto skipcacheclear
33 |
34 | REM clear cache
35 | REM echo clearing cache...
36 | REM %adb% shell pm clear %apkname%
37 |
38 | :skipcacheclear
39 |
40 | REM Uninstalling old version
41 | REM echo Uninstalling old version if present...
42 | REM %adb% uninstall %apkname%
43 |
44 | REM Whatever the version, the apk install is the same.
45 | echo Installing APK...
46 | %adb% install -r %apkname%.apk
47 |
48 |
49 |
50 | :end
51 | echo "Press Any Key To Exit..."
52 | pause > nul
53 |
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1 | "C:\Program Files (x86)\Unity\Editor\Unity.exe" -batchmode -nographics -quit -projectPath "." -executeMethod PerformBuild.CommandLineBuildOnCheckinAndroid -CustomArgs:Environment=IPv4;Version=1;BundleID=com.steveproxna.gameunity;VersionCode=1;SvnRevision=${SVN_REVISION};APKPath=build\com.steveproxna.gameunity.apk;HomeDirectory=.
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1 | #!/bin/bash
2 |
3 | /Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -nographics -executeMethod PerformBuild.CommandLineBuildOnCheckinIOS -CustomArgs:GameServer=127.0.0.1;Version=1;ShortBundleVersion=1;BundleID=com.steveproxna.gameunity;SvnRevision=${SVN_REVISION}
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetAESEncryption.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetDESEncryption.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetEncryption.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetRC2Encryption.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetTripleDESEncryption.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv4/GameUnity/Assets/Lidgren/Encryption/NetXorEncryption.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Example class; not very good encryption
9 | ///
10 | public class NetXorEncryption : NetEncryption
11 | {
12 | private byte[] m_key;
13 |
14 | ///
15 | /// NetXorEncryption constructor
16 | ///
17 | public NetXorEncryption(NetPeer peer, byte[] key)
18 | : base(peer)
19 | {
20 | m_key = key;
21 | }
22 |
23 | public override void SetKey(byte[] data, int offset, int count)
24 | {
25 | m_key = new byte[count];
26 | Array.Copy(data, offset, m_key, 0, count);
27 | }
28 |
29 | ///
30 | /// NetXorEncryption constructor
31 | ///
32 | public NetXorEncryption(NetPeer peer, string key)
33 | : base(peer)
34 | {
35 | m_key = Encoding.UTF8.GetBytes(key);
36 | }
37 |
38 | ///
39 | /// Encrypt an outgoing message
40 | ///
41 | public override bool Encrypt(NetOutgoingMessage msg)
42 | {
43 | int numBytes = msg.LengthBytes;
44 | for (int i = 0; i < numBytes; i++)
45 | {
46 | int offset = i % m_key.Length;
47 | msg.m_data[i] = (byte)(msg.m_data[i] ^ m_key[offset]);
48 | }
49 | return true;
50 | }
51 |
52 | ///
53 | /// Decrypt an incoming message
54 | ///
55 | public override bool Decrypt(NetIncomingMessage msg)
56 | {
57 | int numBytes = msg.LengthBytes;
58 | for (int i = 0; i < numBytes; i++)
59 | {
60 | int offset = i % m_key.Length;
61 | msg.m_data[i] = (byte)(msg.m_data[i] ^ m_key[offset]);
62 | }
63 | return true;
64 | }
65 | }
66 | }
67 |
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
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/IPv4/GameUnity/Assets/Lidgren/NetDeliveryMethod.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
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/IPv4/GameUnity/Assets/Lidgren/NetFragmentationInfo.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
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1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
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1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 |
5 | public interface IConfigManager
6 | {
7 | string GetInformationFromFile(string fullPath, string defaultValue);
8 | }
9 |
10 | public class ConfigManager : IConfigManager
11 | {
12 | public string GetInformationFromFile(string fullPath, string defaultValue)
13 | {
14 | if (RuntimePlatform.Android == Application.platform)
15 | {
16 | string fileName = Path.GetFileName(fullPath);
17 | using (MemoryStream m = new MemoryStream())
18 | {
19 | string obbfile = Application.dataPath;
20 | Ionic.Zip.ZipFile zipfile = new Ionic.Zip.ZipFile(obbfile);
21 | Ionic.Zip.ZipEntry ze = zipfile["assets/" + fileName];
22 | if (ze != null)
23 | {
24 | ze.Extract(m);
25 | m.Seek(0, SeekOrigin.Begin);
26 | using (StreamReader s = new StreamReader(m))
27 | {
28 | string fileText = s.ReadLine();
29 | return fileText;
30 | }
31 | }
32 | }
33 | }
34 | else
35 | {
36 | if (File.Exists(fullPath))
37 | {
38 | String fileText = File.ReadAllText(fullPath);
39 | return fileText;
40 | }
41 | }
42 |
43 | return defaultValue;
44 | }
45 | }
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/IPv4/GameUnity/Assets/Scripts/ResourceManager.cs:
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1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 | using Object = UnityEngine.Object;
5 |
6 | public interface IResourceManager
7 | {
8 | Object LoadResourceImmediate(Type resourceType, string fileNameWithPath);
9 | String GetInformationFromFile(String text, String key);
10 | }
11 |
12 | public class ResourceManager : IResourceManager
13 | {
14 | public Object LoadResourceImmediate(Type resourceType, string fileNameWithPath)
15 | {
16 | string path = String.Empty;
17 | string filename = fileNameWithPath;
18 | string ext = String.Empty;
19 |
20 | if (fileNameWithPath.LastIndexOf("/") > -1)
21 | {
22 | filename = fileNameWithPath.Substring(fileNameWithPath.LastIndexOf("/") + 1);
23 | path = fileNameWithPath.Substring(0, fileNameWithPath.LastIndexOf("/"));
24 |
25 | }
26 | if (filename.LastIndexOf(".") > -1)
27 | {
28 | ext = filename.Substring(filename.LastIndexOf(".") + 1);
29 | filename = filename.Substring(0, filename.LastIndexOf("."));
30 | }
31 |
32 | string load = String.Format("{0}/{1}", path, filename);
33 | return Resources.Load(load, resourceType);
34 | }
35 |
36 | public String GetInformationFromFile(String text, String data)
37 | {
38 | using (StringReader file = new StringReader(text))
39 | {
40 | while (true)
41 | {
42 | string lineStr = file.ReadLine();
43 | if (lineStr == null)
44 | break;
45 |
46 | string[] array = lineStr.Split(new[] { ',' });
47 | string key = array[0];
48 | string value = array[1];
49 |
50 | if (key == data)
51 | {
52 | return value;
53 | }
54 | }
55 | }
56 |
57 | return String.Empty;
58 | }
59 | }
--------------------------------------------------------------------------------
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1 | # IPv4 Applications
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | m_SpeedOfSound: 347
9 | Doppler Factor: 1
10 | Default Speaker Mode: 2
11 | m_DSPBufferSize: 0
12 | m_DisableAudio: 0
13 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | m_Gravity: {x: 0, y: -9.81000042, z: 0}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_BounceThreshold: 2
9 | m_SleepVelocity: .150000006
10 | m_SleepAngularVelocity: .140000001
11 | m_MaxAngularVelocity: 7
12 | m_MinPenetrationForPenalty: .00999999978
13 | m_SolverIterationCount: 6
14 | m_RaycastsHitTriggers: 1
15 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
16 |
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4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes:
8 | - enabled: 1
9 | path: Assets/TheScene.unity
10 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | EditorSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_ExternalVersionControlSupport: Visible Meta Files
8 | m_SerializationMode: 2
9 | m_WebSecurityEmulationEnabled: 0
10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d
11 | m_DefaultBehaviorMode: 0
12 | m_SpritePackerMode: 2
13 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_AlwaysIncludedShaders:
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9 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
10 | - {fileID: 10782, guid: 0000000000000000f000000000000000, type: 0}
11 |
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6 | m_DebugLevel: 0
7 | m_Sendrate: 15
8 | m_AssetToPrefab: {}
9 |
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2 | %TAG !u! tag:unity3d.com,2011:
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6 | m_Gravity: {x: 0, y: -9.81000042}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_VelocityIterations: 8
9 | m_PositionIterations: 3
10 | m_VelocityThreshold: 1
11 | m_MaxLinearCorrection: .200000003
12 | m_MaxAngularCorrection: 8
13 | m_MaxTranslationSpeed: 100
14 | m_MaxRotationSpeed: 360
15 | m_MinPenetrationForPenalty: .00999999978
16 | m_BaumgarteScale: .200000003
17 | m_BaumgarteTimeOfImpactScale: .75
18 | m_TimeToSleep: .5
19 | m_LinearSleepTolerance: .00999999978
20 | m_AngularSleepTolerance: 2
21 | m_RaycastsHitTriggers: 1
22 | m_RaycastsStartInColliders: 1
23 | m_ChangeStopsCallbacks: 0
24 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
25 |
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | tags:
6 | -
7 | Builtin Layer 0: Default
8 | Builtin Layer 1: TransparentFX
9 | Builtin Layer 2: Ignore Raycast
10 | Builtin Layer 3:
11 | Builtin Layer 4: Water
12 | Builtin Layer 5: UI
13 | Builtin Layer 6:
14 | Builtin Layer 7:
15 | User Layer 8:
16 | User Layer 9:
17 | User Layer 10:
18 | User Layer 11:
19 | User Layer 12:
20 | User Layer 13:
21 | User Layer 14:
22 | User Layer 15:
23 | User Layer 16:
24 | User Layer 17:
25 | User Layer 18:
26 | User Layer 19:
27 | User Layer 20:
28 | User Layer 21:
29 | User Layer 22:
30 | User Layer 23:
31 | User Layer 24:
32 | User Layer 25:
33 | User Layer 26:
34 | User Layer 27:
35 | User Layer 28:
36 | User Layer 29:
37 | User Layer 30:
38 | User Layer 31:
39 | m_SortingLayers:
40 | - name: Default
41 | userID: 0
42 | uniqueID: 0
43 | locked: 0
44 |
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: .0199999996
7 | Maximum Allowed Timestep: .333333343
8 | m_TimeScale: 1
9 |
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/IPv4/README.md:
--------------------------------------------------------------------------------
1 | # IPv4 Applications
2 | 3x applications for demonstration purposes:
3 |
4 | ###### Game Client
5 | Represents single game client connection to server.
6 | - Connsole Application
7 | - .NET Framework 4.5
8 |
9 | ###### Game Server
10 | Authoritative server to handle all client connections.
11 | - Connsole Application
12 | - .NET Framework 4.5
13 |
14 | ###### Game Unity
15 | Represents single Unity client connection to server.
16 | - Unity 4.7.2p1
17 | - Mono C#/3.5
18 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2012
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameClient", "GameClient\GameClient.csproj", "{823828F9-0770-4A80-9186-0CDEB283386D}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|x86 = Debug|x86
9 | Release|x86 = Release|x86
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {823828F9-0770-4A80-9186-0CDEB283386D}.Debug|x86.ActiveCfg = Debug|x86
13 | {823828F9-0770-4A80-9186-0CDEB283386D}.Debug|x86.Build.0 = Debug|x86
14 | {823828F9-0770-4A80-9186-0CDEB283386D}.Release|x86.ActiveCfg = Release|x86
15 | {823828F9-0770-4A80-9186-0CDEB283386D}.Release|x86.Build.0 = Release|x86
16 | EndGlobalSection
17 | EndGlobal
18 |
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/IPv6/GameClient/GameClient/App.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Encryption/NetAESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Encryption/NetDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Encryption/NetEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Encryption/NetRC2Encryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Encryption/NetTripleDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/Miscellaneous.cs:
--------------------------------------------------------------------------------
1 | using System.Net;
2 | using System.Net.Sockets;
3 |
4 | public struct NetGameConfiguration
5 | {
6 | public NetGameConfiguration(IPAddress netIPAddress, AddressFamily netAddressFamily)
7 | : this()
8 | {
9 | NetIPAddress = netIPAddress;
10 | NetAddressFamily = netAddressFamily;
11 | }
12 |
13 | public IPAddress NetIPAddress { get; private set; }
14 | public AddressFamily NetAddressFamily { get; private set; }
15 | }
16 |
17 | public enum IPProtocol
18 | {
19 | IPv4,
20 | IPv6,
21 | }
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NamespaceDoc.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetDeliveryMethod.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetFragmentationInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetRandomSeed.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetReceiverChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetSendResult.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetSenderChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetStoredReliableMessage.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetTuple.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetUnreliableSequencedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Lidgren/NetUnreliableUnorderedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/LogManager.cs:
--------------------------------------------------------------------------------
1 | //using UnityEngine;
2 |
3 | public interface ILogManager
4 | {
5 | void Initialize(TargetEnvironment targetEnvironment);
6 | void LogDebug(string message);
7 | void LogDebugError(string message);
8 | }
9 |
10 | public class LogManager : ILogManager
11 | {
12 | private TargetEnvironment _targetEnvironment;
13 |
14 | public void Initialize(TargetEnvironment targetEnvironment)
15 | {
16 | _targetEnvironment = targetEnvironment;
17 | }
18 |
19 | public void LogDebug(string message)
20 | {
21 | if (TargetEnvironment.Test != _targetEnvironment)
22 | {
23 | return;
24 | }
25 |
26 | //Debug.Log("db " + message);
27 | }
28 |
29 | public void LogDebugError(string message)
30 | {
31 | if (TargetEnvironment.Test != _targetEnvironment)
32 | {
33 | return;
34 | }
35 |
36 | //Debug.LogError("db " + message);
37 | }
38 | }
39 |
40 | public enum TargetEnvironment
41 | {
42 | Unknown,
43 | Test,
44 | Beta,
45 | Prod
46 | }
--------------------------------------------------------------------------------
/IPv6/GameClient/GameClient/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Reflection;
3 | using System.Runtime.InteropServices;
4 |
5 | // Information about this assembly is defined by the following attributes.
6 | // Change them to the values specific to your project.
7 |
8 | [assembly: AssemblyTitle("GameClient")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("")]
13 | [assembly: AssemblyCopyright("TEST")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
18 | // The form "{Major}.{Minor}.*" will automatically update the build and revision,
19 | // and "{Major}.{Minor}.{Build}.*" will update just the revision.
20 | [assembly: ComVisible(false)]
21 | [assembly: CLSCompliant(false)]
22 |
23 | [assembly: AssemblyVersion("3.1")]
24 |
25 | // The following attributes are used to specify the signing key for the assembly,
26 | // if desired. See the Mono documentation for more information about signing.
27 |
28 | //[assembly: AssemblyDelaySign(false)]
29 | //[assembly: AssemblyKeyFile("")]
30 |
31 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2012
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameServer", "GameServer\GameServer.csproj", "{BCF0855B-D4B3-4FB1-A952-C221D2669F0B}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|x86 = Debug|x86
9 | Release|x86 = Release|x86
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Debug|x86.ActiveCfg = Debug|x86
13 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Debug|x86.Build.0 = Debug|x86
14 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Release|x86.ActiveCfg = Release|x86
15 | {BCF0855B-D4B3-4FB1-A952-C221D2669F0B}.Release|x86.Build.0 = Release|x86
16 | EndGlobalSection
17 | EndGlobal
18 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/App.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/Encryption/NetAESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/Encryption/NetDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/Encryption/NetEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/Encryption/NetRC2Encryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/Encryption/NetTripleDESEncryption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NamespaceDoc.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetDeliveryMethod.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetFragmentationInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetRandomSeed.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetReceiverChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetSendResult.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetSenderChannelBase.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetStoredReliableMessage.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetTuple.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetUnreliableSequencedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Lidgren/NetUnreliableUnorderedReceiver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/LogManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Globalization;
3 | using System.Runtime.InteropServices;
4 |
5 | namespace GameServer
6 | {
7 | public static class NativeMethods
8 | {
9 | [DllImport("Kernel32", EntryPoint = "GetCurrentThreadId", ExactSpelling = true)]
10 | internal static extern Int32 GetCurrentWin32ThreadId();
11 | }
12 |
13 | public static class LogManager
14 | {
15 | private static readonly log4net.ILog OUTPUT = log4net.LogManager.GetLogger(typeof(LogManager));
16 | private static Int32 threadId;
17 |
18 | public static void Initialize()
19 | {
20 | log4net.Config.XmlConfigurator.Configure();
21 | threadId = NativeMethods.GetCurrentWin32ThreadId();
22 | }
23 |
24 | public static void Info(String message)
25 | {
26 | Int32 nextThreadId = NativeMethods.GetCurrentWin32ThreadId();
27 | String prefix = threadId == nextThreadId ? "MAIN" : "work";
28 |
29 | String value = String.Format("[{0}][{1}] {2}", prefix, nextThreadId.ToString(CultureInfo.InvariantCulture).PadLeft(5, ' '), message);
30 | OUTPUT.Info(value);
31 | }
32 | }
33 | }
--------------------------------------------------------------------------------
/IPv6/GameServer/GameServer/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Reflection;
3 | using System.Runtime.InteropServices;
4 |
5 | // Information about this assembly is defined by the following attributes.
6 | // Change them to the values specific to your project.
7 |
8 | [assembly: AssemblyTitle("GameServer")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("")]
13 | [assembly: AssemblyCopyright("TEST")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
18 | // The form "{Major}.{Minor}.*" will automatically update the build and revision,
19 | // and "{Major}.{Minor}.{Build}.*" will update just the revision.
20 | [assembly: ComVisible(false)]
21 | [assembly: CLSCompliant(false)]
22 |
23 | [assembly: AssemblyVersion("3.1")]
24 |
25 | // The following attributes are used to specify the signing key for the assembly,
26 | // if desired. See the Mono documentation for more information about signing.
27 |
28 | //[assembly: AssemblyDelaySign(false)]
29 | //[assembly: AssemblyKeyFile("")]
30 |
31 |
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2 |
3 |
4 |
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2 |
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4 |
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3 | folderAsset: yes
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1 | @ECHO off
2 | REM Android Deployment Script
3 |
4 | REM Check Android Location. Anyone with a weird android location on their machine can add it here.
5 | IF EXIST d:\android\ set androidlocation=d:\android\
6 | IF EXIST c:\android\ set androidlocation=c:\android\
7 |
8 | if not defined androidlocation (
9 | echo Android not found. Either Android SDK is not installed, or is in an unusual location.
10 | goto end
11 | )
12 |
13 | set versioncode=1
14 | set apkname=com.steveproxna.gameunity
15 |
16 |
17 | echo Android found at %androidlocation%
18 |
19 | REM Set adb.exe location
20 | set adb=%androidlocation%sdk\platform-tools\adb.exe
21 | echo adb at %adb%
22 |
23 |
24 | REM Horrendous batch file hack to read the android version into a variable.
25 | for /f %%i in ('%adb% shell getprop ro.build.version.release') do set androidversion=%%i
26 | echo Android version is %androidversion%
27 |
28 | REM check for installation
29 | for /f %%i in ('%adb% shell pm list packages %apkname%') do set installed=%%i
30 | echo installed...%installed%
31 |
32 | if (%installed%) == () goto skipcacheclear
33 |
34 | REM clear cache
35 | REM echo clearing cache...
36 | REM %adb% shell pm clear %apkname%
37 |
38 | :skipcacheclear
39 |
40 | REM Uninstalling old version
41 | REM echo Uninstalling old version if present...
42 | REM %adb% uninstall %apkname%
43 |
44 | REM Whatever the version, the apk install is the same.
45 | echo Installing APK...
46 | %adb% install -r %apkname%.apk
47 |
48 |
49 |
50 | :end
51 | echo "Press Any Key To Exit..."
52 | pause > nul
53 |
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1 | "C:\Program Files (x86)\Unity\Editor\Unity.exe" -batchmode -nographics -quit -projectPath "." -executeMethod PerformBuild.CommandLineBuildOnCheckinAndroid -CustomArgs:Environment=IPv4;Version=1;BundleID=com.steveproxna.gameunity;VersionCode=1;SvnRevision=${SVN_REVISION};APKPath=build\com.steveproxna.gameunity.apk;HomeDirectory=.
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1 | #!/bin/bash
2 |
3 | /Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -nographics -executeMethod PerformBuild.CommandLineBuildOnCheckinIOS -CustomArgs:GameServer=localhost;Version=1;ShortBundleVersion=1;BundleID=com.steveproxna.gameunity;SvnRevision=${SVN_REVISION}
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetAESEncryption : NetCryptoProviderBase
8 | {
9 | public NetAESEncryption(NetPeer peer)
10 | : base(peer, new AesCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetAESEncryption(NetPeer peer, string key)
15 | : base(peer, new AesCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetAESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new AesCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetDESEncryption(NetPeer peer)
10 | : base(peer, new DESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetDESEncryption(NetPeer peer, string key)
15 | : base(peer, new DESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new DESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv6/GameUnity/Assets/Lidgren/Encryption/NetEncryption.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Interface for an encryption algorithm
9 | ///
10 | public abstract class NetEncryption
11 | {
12 | ///
13 | /// NetPeer
14 | ///
15 | protected NetPeer m_peer;
16 |
17 | ///
18 | /// Constructor
19 | ///
20 | public NetEncryption(NetPeer peer)
21 | {
22 | if (peer == null)
23 | throw new NetException("Peer must not be null");
24 | m_peer = peer;
25 | }
26 |
27 | public void SetKey(string str)
28 | {
29 | var bytes = System.Text.Encoding.ASCII.GetBytes(str);
30 | SetKey(bytes, 0, bytes.Length);
31 | }
32 |
33 | public abstract void SetKey(byte[] data, int offset, int count);
34 |
35 | ///
36 | /// Encrypt an outgoing message in place
37 | ///
38 | public abstract bool Encrypt(NetOutgoingMessage msg);
39 |
40 | ///
41 | /// Decrypt an incoming message in place
42 | ///
43 | public abstract bool Decrypt(NetIncomingMessage msg);
44 | }
45 | }
46 |
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetRC2Encryption : NetCryptoProviderBase
8 | {
9 | public NetRC2Encryption(NetPeer peer)
10 | : base(peer, new RC2CryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetRC2Encryption(NetPeer peer, string key)
15 | : base(peer, new RC2CryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetRC2Encryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new RC2CryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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1 | using System;
2 | using System.IO;
3 | using System.Security.Cryptography;
4 |
5 | namespace Lidgren.Network
6 | {
7 | public class NetTripleDESEncryption : NetCryptoProviderBase
8 | {
9 | public NetTripleDESEncryption(NetPeer peer)
10 | : base(peer, new TripleDESCryptoServiceProvider())
11 | {
12 | }
13 |
14 | public NetTripleDESEncryption(NetPeer peer, string key)
15 | : base(peer, new TripleDESCryptoServiceProvider())
16 | {
17 | SetKey(key);
18 | }
19 |
20 | public NetTripleDESEncryption(NetPeer peer, byte[] data, int offset, int count)
21 | : base(peer, new TripleDESCryptoServiceProvider())
22 | {
23 | SetKey(data, offset, count);
24 | }
25 | }
26 | }
27 |
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/IPv6/GameUnity/Assets/Lidgren/Encryption/NetXorEncryption.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Example class; not very good encryption
9 | ///
10 | public class NetXorEncryption : NetEncryption
11 | {
12 | private byte[] m_key;
13 |
14 | ///
15 | /// NetXorEncryption constructor
16 | ///
17 | public NetXorEncryption(NetPeer peer, byte[] key)
18 | : base(peer)
19 | {
20 | m_key = key;
21 | }
22 |
23 | public override void SetKey(byte[] data, int offset, int count)
24 | {
25 | m_key = new byte[count];
26 | Array.Copy(data, offset, m_key, 0, count);
27 | }
28 |
29 | ///
30 | /// NetXorEncryption constructor
31 | ///
32 | public NetXorEncryption(NetPeer peer, string key)
33 | : base(peer)
34 | {
35 | m_key = Encoding.UTF8.GetBytes(key);
36 | }
37 |
38 | ///
39 | /// Encrypt an outgoing message
40 | ///
41 | public override bool Encrypt(NetOutgoingMessage msg)
42 | {
43 | int numBytes = msg.LengthBytes;
44 | for (int i = 0; i < numBytes; i++)
45 | {
46 | int offset = i % m_key.Length;
47 | msg.m_data[i] = (byte)(msg.m_data[i] ^ m_key[offset]);
48 | }
49 | return true;
50 | }
51 |
52 | ///
53 | /// Decrypt an incoming message
54 | ///
55 | public override bool Decrypt(NetIncomingMessage msg)
56 | {
57 | int numBytes = msg.LengthBytes;
58 | for (int i = 0; i < numBytes; i++)
59 | {
60 | int offset = i % m_key.Length;
61 | msg.m_data[i] = (byte)(msg.m_data[i] ^ m_key[offset]);
62 | }
63 | return true;
64 | }
65 | }
66 | }
67 |
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/IPv6/GameUnity/Assets/Lidgren/Miscellaneous.cs:
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1 | using System.Net;
2 | using System.Net.Sockets;
3 |
4 | public struct NetGameConfiguration
5 | {
6 | public NetGameConfiguration(IPAddress netIPAddress, AddressFamily netAddressFamily)
7 | : this()
8 | {
9 | NetIPAddress = netIPAddress;
10 | NetAddressFamily = netAddressFamily;
11 | }
12 |
13 | public IPAddress NetIPAddress { get; private set; }
14 | public AddressFamily NetAddressFamily { get; private set; }
15 | }
16 |
17 | public enum IPProtocol
18 | {
19 | IPv4,
20 | IPv6,
21 | }
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// Lidgren Network Library
9 | ///
10 | internal class NamespaceDoc
11 | {
12 | //
13 | }
14 | }
15 |
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/IPv6/GameUnity/Assets/Lidgren/NetDeliveryMethod.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | ///
8 | /// How the library deals with resends and handling of late messages
9 | ///
10 | public enum NetDeliveryMethod : byte
11 | {
12 | //
13 | // Actually a publicly visible subset of NetMessageType
14 | //
15 |
16 | ///
17 | /// Indicates an error
18 | ///
19 | Unknown = 0,
20 |
21 | ///
22 | /// Unreliable, unordered delivery
23 | ///
24 | Unreliable = 1,
25 |
26 | ///
27 | /// Unreliable delivery, but automatically dropping late messages
28 | ///
29 | UnreliableSequenced = 2,
30 |
31 | ///
32 | /// Reliable delivery, but unordered
33 | ///
34 | ReliableUnordered = 34,
35 |
36 | ///
37 | /// Reliable delivery, except for late messages which are dropped
38 | ///
39 | ReliableSequenced = 35,
40 |
41 | ///
42 | /// Reliable, ordered delivery
43 | ///
44 | ReliableOrdered = 67,
45 | }
46 | }
47 |
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/IPv6/GameUnity/Assets/Lidgren/NetFragmentationInfo.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | public sealed class NetFragmentationInfo
6 | {
7 | public int TotalFragmentCount;
8 | public bool[] Received;
9 | public int TotalReceived;
10 | public int FragmentSize;
11 | }
12 | }
13 |
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/IPv6/GameUnity/Assets/Lidgren/NetRandomSeed.cs:
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1 | using System;
2 | using System.Threading;
3 |
4 | namespace Lidgren.Network
5 | {
6 | ///
7 | /// Class for generating random seeds
8 | ///
9 | public static class NetRandomSeed
10 | {
11 | private static int m_seedIncrement = -1640531527;
12 |
13 | ///
14 | /// Generates a 32 bit random seed
15 | ///
16 | [CLSCompliant(false)]
17 | public static uint GetUInt32()
18 | {
19 | ulong seed = GetUInt64();
20 | uint low = (uint)seed;
21 | uint high = (uint)(seed >> 32);
22 | return low ^ high;
23 | }
24 |
25 | ///
26 | /// Generates a 64 bit random seed
27 | ///
28 | [CLSCompliant(false)]
29 | public static ulong GetUInt64()
30 | {
31 | #if !__ANDROID__ && !IOS && !UNITY_WEBPLAYER && !UNITY_ANDROID && !UNITY_IPHONE
32 | ulong seed = (ulong)System.Diagnostics.Stopwatch.GetTimestamp();
33 | seed ^= (ulong)Environment.WorkingSet;
34 | ulong s2 = (ulong)Interlocked.Increment(ref m_seedIncrement);
35 | s2 |= (((ulong)Guid.NewGuid().GetHashCode()) << 32);
36 | seed ^= s2;
37 | #else
38 | ulong seed = (ulong)Environment.TickCount;
39 | seed |= (((ulong)(new object().GetHashCode())) << 32);
40 | ulong s2 = (ulong)Guid.NewGuid().GetHashCode();
41 | s2 |= (((ulong)Interlocked.Increment(ref m_seedIncrement)) << 32);
42 | seed ^= s2;
43 | #endif
44 | return seed;
45 | }
46 | }
47 | }
48 |
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/IPv6/GameUnity/Assets/Lidgren/NetReceiverChannelBase.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetReceiverChannelBase
6 | {
7 | internal NetPeer m_peer;
8 | internal NetConnection m_connection;
9 |
10 | public NetReceiverChannelBase(NetConnection connection)
11 | {
12 | m_connection = connection;
13 | m_peer = connection.m_peer;
14 | }
15 |
16 | internal abstract void ReceiveMessage(NetIncomingMessage msg);
17 | }
18 | }
19 |
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/IPv6/GameUnity/Assets/Lidgren/NetSendResult.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | ///
6 | /// Result of a SendMessage call
7 | ///
8 | public enum NetSendResult
9 | {
10 | ///
11 | /// Message failed to enqueue because there is no connection
12 | ///
13 | FailedNotConnected = 0,
14 |
15 | ///
16 | /// Message was immediately sent
17 | ///
18 | Sent = 1,
19 |
20 | ///
21 | /// Message was queued for delivery
22 | ///
23 | Queued = 2,
24 |
25 | ///
26 | /// Message was dropped immediately since too many message were queued
27 | ///
28 | Dropped = 3
29 | }
30 | }
31 |
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/IPv6/GameUnity/Assets/Lidgren/NetSenderChannelBase.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal abstract class NetSenderChannelBase
6 | {
7 | // access this directly to queue things in this channel
8 | internal NetQueue m_queuedSends;
9 |
10 | internal abstract int WindowSize { get; }
11 |
12 | internal abstract int GetAllowedSends();
13 |
14 | internal abstract NetSendResult Enqueue(NetOutgoingMessage message);
15 | internal abstract void SendQueuedMessages(float now);
16 | internal abstract void Reset();
17 | internal abstract void ReceiveAcknowledge(float now, int sequenceNumber);
18 | }
19 | }
20 |
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/IPv6/GameUnity/Assets/Lidgren/NetStoredReliableMessage.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal struct NetStoredReliableMessage
6 | {
7 | public int NumSent;
8 | public float LastSent;
9 | public NetOutgoingMessage Message;
10 | public int SequenceNumber;
11 |
12 | public void Reset()
13 | {
14 | NumSent = 0;
15 | LastSent = 0;
16 | Message = null;
17 | }
18 | }
19 | }
20 |
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/IPv6/GameUnity/Assets/Lidgren/NetTuple.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace Lidgren.Network
6 | {
7 | // replace with BCL 4.0 Tuple<> when appropriate
8 | internal struct NetTuple
9 | {
10 | public A Item1;
11 | public B Item2;
12 |
13 | public NetTuple(A item1, B item2)
14 | {
15 | Item1 = item1;
16 | Item2 = item2;
17 | }
18 | }
19 | }
20 |
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/IPv6/GameUnity/Assets/Lidgren/NetUnreliableSequencedReceiver.cs:
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableSequencedReceiver : NetReceiverChannelBase
6 | {
7 | private int m_lastReceivedSequenceNumber = -1;
8 |
9 | public NetUnreliableSequencedReceiver(NetConnection connection)
10 | : base(connection)
11 | {
12 | }
13 |
14 | internal override void ReceiveMessage(NetIncomingMessage msg)
15 | {
16 | int nr = msg.m_sequenceNumber;
17 |
18 | // ack no matter what
19 | m_connection.QueueAck(msg.m_receivedMessageType, nr);
20 |
21 | int relate = NetUtility.RelativeSequenceNumber(nr, m_lastReceivedSequenceNumber + 1);
22 | if (relate < 0)
23 | return; // drop if late
24 |
25 | m_lastReceivedSequenceNumber = nr;
26 | m_peer.ReleaseMessage(msg);
27 | }
28 | }
29 | }
30 |
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1 | using System;
2 |
3 | namespace Lidgren.Network
4 | {
5 | internal sealed class NetUnreliableUnorderedReceiver : NetReceiverChannelBase
6 | {
7 | public NetUnreliableUnorderedReceiver(NetConnection connection)
8 | : base(connection)
9 | {
10 | }
11 |
12 | internal override void ReceiveMessage(NetIncomingMessage msg)
13 | {
14 | // ack no matter what
15 | m_connection.QueueAck(msg.m_receivedMessageType, msg.m_sequenceNumber);
16 |
17 | m_peer.ReleaseMessage(msg);
18 | }
19 | }
20 | }
21 |
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1 | HOST,localhost
2 | PORT,14242
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2 | PORT,14242
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1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 |
5 | public interface IConfigManager
6 | {
7 | string GetInformationFromFile(string fullPath, string defaultValue);
8 | }
9 |
10 | public class ConfigManager : IConfigManager
11 | {
12 | public string GetInformationFromFile(string fullPath, string defaultValue)
13 | {
14 | if (RuntimePlatform.Android == Application.platform)
15 | {
16 | string fileName = Path.GetFileName(fullPath);
17 | using (MemoryStream m = new MemoryStream())
18 | {
19 | string obbfile = Application.dataPath;
20 | Ionic.Zip.ZipFile zipfile = new Ionic.Zip.ZipFile(obbfile);
21 | Ionic.Zip.ZipEntry ze = zipfile["assets/" + fileName];
22 | if (ze != null)
23 | {
24 | ze.Extract(m);
25 | m.Seek(0, SeekOrigin.Begin);
26 | using (StreamReader s = new StreamReader(m))
27 | {
28 | string fileText = s.ReadLine();
29 | return fileText;
30 | }
31 | }
32 | }
33 | }
34 | else
35 | {
36 | if (File.Exists(fullPath))
37 | {
38 | String fileText = File.ReadAllText(fullPath);
39 | return fileText;
40 | }
41 | }
42 |
43 | return defaultValue;
44 | }
45 | }
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1 | using UnityEngine;
2 |
3 | public interface ILogManager
4 | {
5 | void Initialize(TargetEnvironment targetEnvironment);
6 | void LogDebug(string message);
7 | void LogDebugError(string message);
8 | }
9 |
10 | public class LogManager : ILogManager
11 | {
12 | private TargetEnvironment _targetEnvironment;
13 |
14 | public void Initialize(TargetEnvironment targetEnvironment)
15 | {
16 | _targetEnvironment = targetEnvironment;
17 | }
18 |
19 | public void LogDebug(string message)
20 | {
21 | if (TargetEnvironment.Test != _targetEnvironment)
22 | {
23 | return;
24 | }
25 |
26 | Debug.Log("db " + message);
27 | }
28 |
29 | public void LogDebugError(string message)
30 | {
31 | if (TargetEnvironment.Test != _targetEnvironment)
32 | {
33 | return;
34 | }
35 |
36 | Debug.LogError("db " + message);
37 | }
38 | }
39 |
40 | public enum TargetEnvironment
41 | {
42 | Unknown,
43 | Test,
44 | Beta,
45 | Prod
46 | }
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1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 | using Object = UnityEngine.Object;
5 |
6 | public interface IResourceManager
7 | {
8 | Object LoadResourceImmediate(Type resourceType, string fileNameWithPath);
9 | String GetInformationFromFile(String text, String key);
10 | }
11 |
12 | public class ResourceManager : IResourceManager
13 | {
14 | public Object LoadResourceImmediate(Type resourceType, string fileNameWithPath)
15 | {
16 | string path = String.Empty;
17 | string filename = fileNameWithPath;
18 | string ext = String.Empty;
19 |
20 | if (fileNameWithPath.LastIndexOf("/") > -1)
21 | {
22 | filename = fileNameWithPath.Substring(fileNameWithPath.LastIndexOf("/") + 1);
23 | path = fileNameWithPath.Substring(0, fileNameWithPath.LastIndexOf("/"));
24 |
25 | }
26 | if (filename.LastIndexOf(".") > -1)
27 | {
28 | ext = filename.Substring(filename.LastIndexOf(".") + 1);
29 | filename = filename.Substring(0, filename.LastIndexOf("."));
30 | }
31 |
32 | string load = String.Format("{0}/{1}", path, filename);
33 | return Resources.Load(load, resourceType);
34 | }
35 |
36 | public String GetInformationFromFile(String text, String data)
37 | {
38 | using (StringReader file = new StringReader(text))
39 | {
40 | while (true)
41 | {
42 | string lineStr = file.ReadLine();
43 | if (lineStr == null)
44 | break;
45 |
46 | string[] array = lineStr.Split(new[] { ',' });
47 | string key = array[0];
48 | string value = array[1];
49 |
50 | if (key == data)
51 | {
52 | return value;
53 | }
54 | }
55 | }
56 |
57 | return String.Empty;
58 | }
59 | }
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1 | # IPv6 Applications
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8 | m_BounceThreshold: 2
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/IPv6/README.md:
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1 | # IPv6 Applications
2 | 3x applications for demonstration purposes:
3 |
4 | ###### Game Client
5 | Represents single game client connection to server.
6 | - Connsole Application
7 | - .NET Framework 4.5
8 |
9 | ###### Game Server
10 | Authoritative server to handle all client connections.
11 | - Connsole Application
12 | - .NET Framework 4.5
13 |
14 | ###### Game Unity
15 | Represents single Unity client connection to server.
16 | - Unity 4.7.2p1
17 | - Mono C#/3.5
18 |
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/README.md:
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1 | # UnityLidgrenIPv6
2 | IPv6-only networking integration using Lidgren on Unity4
3 |
4 | ###### RELEASE
5 | Tuesday, 15th November 2016
6 |
7 | ###### INTRO
8 | At WWDC 2015, Apple announced the transition to IPv6-only network services in iOS 9.
9 |
10 | June 1st 2016 all apps submitted to the App Store must support IPv6-only networking!
11 |
12 | ###### PLATFORMS
13 | - iOS
14 | - Android
15 |
16 | ###### TOOLS
17 | - Lidgren 3.1
18 | - Mono C#/3.5
19 | - Visual Studio
20 | - Unity 4.7.2p1
21 | - Xcode 7.3.1
22 |
23 | ###### SOURCE CODE
24 | http://github.com/SteveProXNA/UnityLidgrenIPv6
25 |
26 | ###### CREDITS
27 | Special thanks to [Lidgren](https://github.com/lidgren/lidgren-network-gen3) for initial Lidgren 3.0 code.
28 |
29 | Thanks also goes to [jens-nolte](https://github.com/jens-nolte) for IPv6 Dual Mode.
30 |
31 | ###### BLOG
32 | For more infomation please check out the following blog post:
33 |
34 | http://steveproxna.blogspot.co.uk/2016/11/unity3d-and-ipv6-networking.html
35 |
36 | ###### CONTACT
37 | - Blog: http://steveproxna.blogspot.com
38 | - Email: steven_boland@hotmail.com
39 | - Twitter: [@SteveProXNA](http://twitter.com/SteveProXNA)
40 |
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