void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData) { Network* network = GetSubsystem<Network>(); network->StartServer(SERVER_PORT); UpdateButtons(); }
void Chat::HandleStartServer(StringHash eventType, VariantMap& eventData) { Network* network = GetSubsystem<Network>(); network->StartServer(CHAT_SERVER_PORT); UpdateButtons(); }
void RunServer(unsigned short port, SocketTransportLayer transport) { // Start the server either in TCP or UDP mode. server = network.StartServer(port, transport, this, true); if (!server) { cout << "Unable to start server in port " << port << "!" << endl; return; } cout << "Server waiting for connection in port " << port << "." << endl; server->RunModalServer(); }
int _tmain(int argc, _TCHAR* argv[]) { // #ifdef WIN32 WSADATA wsa_data; WSAStartup(0x0202, &wsa_data); #endif MediaCreateSdp::GetInstance("\\test.h264"); struct sockaddr_in sa; memset(&sa, 0, sizeof(sa)); sa.sin_family = AF_INET; sa.sin_port = htons(1000); sa.sin_addr.s_addr = htonl(0); const char* ver = event_get_version(); printf("%s\n", ver); Network* work = new Network(sa); work->NetPrepare(TCP); work->StartServer(MediaSession::Recv, MediaSession::Send); //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF); return 0; }