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using System;
using System.Collections;
using System.IO;
using UnityEngine;
public class ServerManager : DestroyableSingleton<ServerManager>
{
public string OnlineNetAddress
{
get
{
return this.LastServer.Ip;
}
}
public const string DefaultOnlineServer = "50.116.1.42";
public static readonly ServerInfo DefaultServer = new ServerInfo
{
Name = "Primary",
Ip = "50.116.1.42",
Default = true
};
public ServerInfo[] availableServers;
public ServerInfo LastServer = ServerManager.DefaultServer;
private string serverInfoFile;
private ServerManager.UpdateState state;
private enum UpdateState
{
Connecting,
Failed,
Success
}
public void Start()
{
this.serverInfoFile = Path.Combine(Application.persistentDataPath, "serverInfo.dat");
this.LastServer = ServerManager.DefaultServer;
this.availableServers = new ServerInfo[]
{
this.LastServer
};
this.state = ServerManager.UpdateState.Success;
}
public IEnumerator WaitForServers()
{
while (this.state == ServerManager.UpdateState.Connecting)
{
yield return null;
}
yield break;
}
}
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