public static bool Start(Action fnConexion, Action fnEnd, Dictionary <string, Action <object> > handlers) { if (handlers.Count == 0) { return(false); } Debug.Log("Comienza initSocketio()"); try { IO.Options opciones = new IO.Options(); opciones.ExtraHeaders.Add("jwt", UserDataScript.getInfo("token")); opciones.ExtraHeaders.Add("operacion", op); foreach (KeyValuePair <string, string> entry in args) { opciones.ExtraHeaders.Add(entry.Key, entry.Value); } socket = IO.Socket(ENDPOINT, opciones); foreach (KeyValuePair <string, Action <object> > entry in handlers) { socket.On(entry.Key, entry.Value); } socket.On(QSocket.EVENT_DISCONNECT, (reason) => { Debug.Log("Disconnected: " + reason + " \n" + Environment.StackTrace); PlayersDataScript.eliminarPartida(); fnEnd(); }); socket.On(QSocket.EVENT_RECONNECT, () => { Debug.Log("Reconnected"); }); socket.On(QSocket.EVENT_CONNECT, () => { Debug.Log("Connected"); fnConexion(); }); }catch (Exception e) { Debug.Log("Exception: " + e); } return(true); }
void Start() { Debug.Log("start"); socket = IO.Socket("http://localhost:3000"); socket.On(QSocket.EVENT_CONNECT, () => { Debug.Log("Connected"); socket.Emit("chat", "test"); }); socket.On("chat", data => { Debug.Log("data : " + data); }); }
public static void AddHandler(string evento, Action <object> handler) { if (socket != null) { socket.On(evento, handler); } }
void Start() { List <ObstacleInfo> map = new List <ObstacleInfo>(); foreach (GameObject wall in GameObject.FindGameObjectsWithTag("Obstacle")) { ObstacleInfo obs = new ObstacleInfo(); obs.x = wall.transform.position.x; obs.y = wall.transform.position.z; obs.width = wall.transform.localScale.x; obs.length = wall.transform.localScale.z; map.Add(obs); } //Debug.Log(JsonConvert.SerializeObject(map)); Debug.Log("start"); socket = IO.Socket("http://127.0.0.1:5000/"); socket.On(QSocket.EVENT_CONNECT, () => { Debug.Log("Connected"); socket.Emit("generate_new_player", @"{""uid"":0}"); }); socket.On("error", () => { Debug.Log("error disconnect"); socket.Disconnect(); }); socket.On("stub", data => { //Debug.Log("stub data"); //Debug.Log("stub data : " + data); }); socket.On("uid", data => { uidget = JsonConvert.DeserializeObject <UIDAnswer>(data.ToString()); id = uidget.uid; }); socket.On("update", data => { //Debug.Log("update data : " + data); PlayerList list = JsonConvert.DeserializeObject <PlayerList>(data.ToString()); Vector3 pos = new Vector3(); pos.x = list.players[0].x; pos.y = 0.5f; pos.z = list.players[0].y; playerMotor.UpdatePosition(pos); }); }
// Start is called before the first frame update void Start() { socket = null; socket = IO.Socket("http://localhost:9090"); socket.On(QSocket.EVENT_CONNECT, () => { Debug.Log("EVENT_CONNECT"); socket.Emit("unity-start", ": )"); }); socket.On(QSocket.EVENT_DISCONNECT, () => { Debug.Log("EVENT_DISCONNECT"); this.socket.Connect(); }); socket.On("unity-center", (data) => { float value = float.Parse(data.ToString()); //Debug.Log("center:"+ value); if (value > 0.7f) { this.posID = 0; } }); socket.On("unity-left", (data) => { float value = float.Parse(data.ToString()); //Debug.Log("left:" + value); if (value > 0.7f) { this.posID = 1; } }); socket.On("unity-right", (data) => { float value = float.Parse(data.ToString()); //Debug.Log("right:" + value); if (value > 0.7f) { this.posID = 2; } }); }
private void setupSocket() { socket = IO.Socket(Constants.Server.SERVER_URL); // this happens on connect socket.On(QSocket.EVENT_CONNECT, () => { Debug.Log("Connected to server"); // The "hello" event is how a user first contacts the server to connect to a game if (userInfo.state != GameManager.GameState.AwaitingOpponentCommands) { socket.Emit("hello", JsonUtility.ToJson(userInfo.exportConnectToServerRequiredInfo())); } else { socket.Emit("submittingTurn", JsonUtility.ToJson(userInfo.exportTurnInfo())); } }); // Server sends an pairing event if the player successfully connects // Justification for change: in multigames, won't really know what player number you are until game starts socket.On("pairing", (data) => { Debug.Log(data + " received from pairing"); }); // We know a game is found when the server sends the first "gameplay" event // We retreive the opponent info from this socket.On("gameplay", (data) => { if (gameStarted == false) { gameStarted = true; opponentInfo = JsonUtility.FromJson <UserInfo>(data.ToString()); userInfo.playerNumber = (opponentInfo.playerNumber == 1) ? 2 : 1; Debug.Log("Player " + userInfo.playerNumber + " sees that the game has started"); } }); // We receive opponent's commands from the server socket.On("receiveTurn", (data) => { TurnInfo opponentTurnInfo = JsonUtility.FromJson <TurnInfo>(data.ToString()); Debug.Log("Player " + userInfo.playerNumber + " has received the opponent's turn data"); if (opponentTurnInfo.commandsUpdated != null && !String.Equals(opponentTurnInfo.commandsUpdated, opponentInfo.commandsUpdated)) { opponentInfo.setCommands(opponentTurnInfo.commands, opponentTurnInfo.commandsUpdated); } }); // There is an error. End game. socket.On("client error", (data) => { gameEnded = true; Debug.Log(data.ToString()); Destroy(); }); // End the current game. // Data should contain an empty string uder current implementation socket.On("endGameConfirmation", (data) => { gameEnded = true; Debug.Log("Player " + userInfo.playerNumber + " has received the instruction to end the game"); Destroy(); }); // this happens on disconnect socket.On(QSocket.EVENT_DISCONNECT, () => { Debug.Log("Disconnected from server"); }); }