public WebSocketConnecter() { CloseEvent += () => { }; _Socket = new WebSocket("ws://127.0.0.1:1111"); _Reads = new System.Collections.Concurrent.ConcurrentQueue <byte>(); _Writes = new System.Collections.Concurrent.ConcurrentQueue <byte>(); }
public override async void Connect(string address) { var result = System.Text.RegularExpressions.Regex.Match(address, "([\\w\\.]+):(\\d+)"); if (!result.Success) { return; } var ip = result.Groups[1].Value; var port = int.Parse(result.Groups[2].Value); //Disconnect(); _Socket = new WebSocket($"ws://{ip}:{port}"); _Socket.OnOpen += _Open; _Socket.OnError += _Error; _Socket.OnMessage += _Message; _Socket.OnClose += _Close; await _Socket.Connect(); UnityEngine.Debug.Log($"connected"); }