using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using UnityEngine.UI; [NetworkSettings(channel = 0, sendInterval = 0)] public class serverRunningMenu : NetworkBehaviour { public Text clientInfo; public Text uptime; public Text throughput; private float startTime = 0; private bool hasStarted = false; public carCount carCounter; public GameObject next; public NetworkManager network; private float timePassed = 0; //WebGL-ben build hibát okozna. #if UNITY_STANDALONE public void Update () { if (!hasStarted) { startTime = Time.time; hasStarted = true; } if (timePassed < 1) timePassed += Time.deltaTime; else { Debug.Log(NetworkServer.connections); Debug.Log(NetworkServer.connections.Count); timePassed = 0; clientInfo.text = "Clients:\n"; foreach (NetworkConnection connection in NetworkServer.connections) { if(connection != null) { /*int unused; int bytesSent = 0; connection.GetStatsOut(out unused, out unused, out bytesSent, out unused);*/ clientInfo.text += (connection.address.ToString() == "" ? "websocket connection" : connection.address.ToString()) + "\n"; } } throughput.text = "Cars passed: " + carCounter.throughput.ToString(); float timeInS = Time.time - startTime; uptime.text = "Uptime: " + Mathf.Round(timeInS / 60 / 60).ToString() + "h " + Mathf.Round(timeInS % ( 60 * 60 ) / 60).ToString() + "m " + Mathf.Round(timeInS % 60).ToString() + "s"; } } public void shutdownServer () { hasStarted = false; network.StopServer(); gameObject.SetActive(false); next.SetActive(true); } #endif }