IEnumerator Start() { this.go = commandReceiver; this.allowedCommands = new Dictionary <string, Type>(); Debug.Log("Connecting to server"); // connect to server webSocket = new WebSocket(new Uri("ws://localhost:8000")); yield return(StartCoroutine(webSocket.Connect())); Debug.Log("CONNECTED TO WEBSOCKETS"); var x = new PlayerWantsToJoinCommand() { gameId = 4, name = "afsd", playerId = Guid.Empty }; this.sendToAll(x); // wait for messages while (true) { // read message string message = webSocket.RecvString(); // check if message is not empty if (message != null) { this.recv(message); } // Debug.Log("RECEIVED FROM WEBSOCKETS: " + reply); // if connection error, break the loop if (webSocket.error != null) { Debug.LogError("Error: " + webSocket.error); break; } yield return(0); } // if error, close connection webSocket.Close(); }
public MultiplayerServer(IMultiplayerGameObject go, Dictionary <string, Type> allowedCommands) { this.go = go; this.allowedCommands = allowedCommands; }