Beispiel #1
0
 public void Send(string message)
 {
     if (IsOpen)
     {
         webSocket.Send(message);
     }
 }
Beispiel #2
0
        /// <summary>
        /// It will send the given message to the server in one frame.
        /// </summary>
        public void Send(string message)
        {
            if (!IsOpen)
            {
                return;
            }

#if (!UNITY_WEBGL || UNITY_EDITOR)
            webSocket.Send(message);
#else
            WS_Send_String(this.ImplementationId, message);
#endif
        }
        /// <summary>
        /// 它将在一个帧中将给定的消息发送到服务器
        /// </summary>
        public void Send(string message)
        {
            Debug.LogError("----------------------------------------1111---message!-----------------------------------:" + message);
            if (!IsOpen)
            {
                //Facade.Instance.SendNotification(ProConst.Msg_ShowHintInfo, new MsgModel("与服务器的websocket没有建立连接,无法发送消息..", Color.red));
                //  GameStart.OpenCommonConfirm("连接失败", "与服务器的websocket连接异常,即将退出", () => { Application.Quit(); });
                Debug.LogError("与服务器的websocket没有建立连接,无法发送消息..");
                return;
            }

#if (!UNITY_WEBGL || UNITY_EDITOR)
            webSocket.Send(message);
#else
            WS_Send_String(this.ImplementationId, message);
#endif
        }
Beispiel #4
0
    static int Send(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes <string>(L, 2))
            {
                BestHTTP.WebSocket.WebSocketResponse obj = (BestHTTP.WebSocket.WebSocketResponse)ToLua.CheckObject(L, 1, typeof(BestHTTP.WebSocket.WebSocketResponse));
                string arg0 = ToLua.ToString(L, 2);
                obj.Send(arg0);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes <byte[]>(L, 2))
            {
                BestHTTP.WebSocket.WebSocketResponse obj = (BestHTTP.WebSocket.WebSocketResponse)ToLua.CheckObject(L, 1, typeof(BestHTTP.WebSocket.WebSocketResponse));
                byte[] arg0 = ToLua.CheckByteBuffer(L, 2);
                obj.Send(arg0);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes <BestHTTP.WebSocket.Frames.WebSocketFrame>(L, 2))
            {
                BestHTTP.WebSocket.WebSocketResponse     obj  = (BestHTTP.WebSocket.WebSocketResponse)ToLua.CheckObject(L, 1, typeof(BestHTTP.WebSocket.WebSocketResponse));
                BestHTTP.WebSocket.Frames.WebSocketFrame arg0 = (BestHTTP.WebSocket.Frames.WebSocketFrame)ToLua.ToObject(L, 2);
                obj.Send(arg0);
                return(0);
            }
            else if (count == 4)
            {
                BestHTTP.WebSocket.WebSocketResponse obj = (BestHTTP.WebSocket.WebSocketResponse)ToLua.CheckObject(L, 1, typeof(BestHTTP.WebSocket.WebSocketResponse));
                byte[] arg0 = ToLua.CheckByteBuffer(L, 2);
                ulong  arg1 = LuaDLL.tolua_checkuint64(L, 3);
                ulong  arg2 = LuaDLL.tolua_checkuint64(L, 4);
                obj.Send(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: BestHTTP.WebSocket.WebSocketResponse.Send"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 public override void Send(string message)
 {
     webSocket.Send(message);
 }