using System.Collections; using System.Collections.Generic; using UnityEngine; using Microsoft.Playfab.Gaming.GSDK.CSharp; using System; namespace Microsoft.Playfab.Gaming.GSDK.CSharp { public class server_init : MonoBehaviour { static void OnShutdown() { GameserverSDK.LogMessage("Shutting down..."); } static bool IsHealthy() { // Should return whether this game server is healthy return true; } static void OnMaintenanceScheduled(DateTimeOffset time) { GameserverSDK.LogMessage($"Maintenance Scheduled at: {time}"); } // Start is called before the first frame update void Start() { Application.targetFrameRate = 30; try { GameserverSDK.Start(); GameserverSDK.LogMessage("Start"); } catch (Microsoft.Playfab.Gaming.GSDK.CSharp.GSDKInitializationException initEx) { Debug.Log("Got Exception: " + initEx.ToString()); GameserverSDK.LogMessage("Cannot start GSDK. Please make sure the MockAgent is running. "); GameserverSDK.LogMessage($"Got Exception: {initEx.ToString()}"); return; } catch (Exception ex) { GameserverSDK.LogMessage($"Got Exception: {ex.ToString()}"); } GameserverSDK.LogMessage("Register Callback"); GameserverSDK.RegisterShutdownCallback(OnShutdown); GameserverSDK.RegisterHealthCallback(IsHealthy); GameserverSDK.RegisterMaintenanceCallback(OnMaintenanceScheduled); GameserverSDK.LogMessage("Check ReadyForPlayers"); if (GameserverSDK.ReadyForPlayers()) { // readyForPlayers returns true when an allocation call has been done, a player is about to connect! GameserverSDK.LogMessage("GSDK Ready for players"); } else { // readyForPlayers returns false when the server is being terminated GameserverSDK.LogMessage("GSDK is being terminated"); } } } }