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");
        }