private void OnMessageHandler(object sender, MessageEventArgs e) { CommonTypeMessage msgType = JsonUtility.FromJson <CommonTypeMessage>(e.Data); switch (msgType.type) { case "rotate": RotationMessage rotMsg = JsonUtility.FromJson <RotationMessage>(e.Data); Vector2 ourVector = new Vector2(rotMsg.x, rotMsg.z); queuedCursorMoves.Enqueue(new StoredCursorMove(ourVector, rotMsg.id)); break; case "fire": FireMessage fireMsg = JsonUtility.FromJson <FireMessage>(e.Data); queuedPlayerFires.Enqueue(new StoredPlayerFire(fireMsg.id, fireMsg.held)); break; case "userConnect": //Only add a new user if there is room if (users.Count < userCap) { UserConnectMessage userMsg = JsonUtility.FromJson <UserConnectMessage>(e.Data); queuedUsers.Enqueue(userMsg.id); } break; case "userDisconnect": UserConnectMessage userDCMsg = JsonUtility.FromJson <UserConnectMessage>(e.Data); queuedDisconnects.Enqueue(userDCMsg.id); break; } }
private void OnOpenHandler(object sender, EventArgs e) { // Log our connection to WS server Debug.Log("OnOpenHandler -> Open socket: " + webSocket.ReadyState + " - Websocket Alive: " + webSocket.IsAlive); // send message to server stating we are the unity client CommonTypeMessage isUnity = new CommonTypeMessage(); isUnity.type = "isUnity"; webSocket.Send(JsonUtility.ToJson(isUnity)); }