public void Update()

in Samples~/SampleGame/Assets/Scripts/Server/NetworkServer.cs [24:68]


    public void Update()
    {
        // Are there any new connections pending?
        if (_listener.Pending())
        {
            TcpClient client = _listener.AcceptTcpClient();

            for (int x = 0; x < 4; x++)
            {
                if (_clients[x] == null)
                {
                    _clients[x] = client;
                    UpdateNumConnected();
                    _gl.Log.WriteLine("Connection accepted: playerIdx " + x + " joined");
                    return;
                }
            }

            // game already full, reject the connection
            _gl.Log.WriteLine("Connection rejected: game already full.");

            try
            {
                NetworkProtocol.Send(client, "REJECTED: game already full");
            }
            catch (SocketException) { }
        }

        // Have we received an input event message from any client?
        for (int x = 0; x < 4; x++)
        {
            if (_clients[x] == null)
            {
                continue;
            }

            string[] messages = NetworkProtocol.Receive(_clients[x]);

            foreach (string msgStr in messages)
            {
                _gl.Log.WriteLine("Msg rcvd from playerIdx " + x + " Msg: " + msgStr);
                HandleMessage(x, msgStr);
            }
        }
    }