Beispiel #1
0
        private void SocketClosed(object sender, CloseEventArgs e)
        {
            //invoke when socket closed
            Debug.Log("connection closed");
            m_connected = false;

            OnDisconnect.Emit(this, new EventArgs());
            while (m_players.Count > 0)
            {
                Dictionary <int, NetPlayer> .Enumerator i = m_players.GetEnumerator();
                i.MoveNext();
                RemovePlayer(i.Current.Key);
            }
        }
Beispiel #2
0
        private NClient(string serverKey)
        {
            ConnectTimeout = 3000;
            Host           = "127.0.0.1";
            Port           = 7350;
            ServerKey      = serverKey;
            SSL            = false;
            Timeout        = 5000;
            Trace          = false;
            Lang           = "en";
#if UNITY
            // NOTE Not compiled by default; avoids dependency on UnityEngine
            Logger = new NUnityLogger();
#else
            Logger = new NConsoleLogger();
#endif

#if UNITY_WEBGL && !UNITY_EDITOR
            transport = new NTransportJavascript();
#else
            transport = new NTransport();
#endif

            transport.Logger   = Logger;
            transport.Trace    = Trace;
            transport.OnClose += (sender, _) =>
            {
                collationIds.Clear();
                OnDisconnect.Emit(this, EventArgs.Empty);
            };
            transport.OnMessage += (sender, m) =>
            {
                var message = Envelope.Parser.ParseFrom(m.Data);
                Logger.TraceFormatIf(Trace, "SocketDecoded: {0}", message);
                onMessage(message);
            };
        }