private void connectWebsocket(WebSocketUnity websocket) { webSocket = new WebSocketUnity("ws://" + address, this); // <= local server // Second Step : we open the connection webSocket.Open(); Debug.Log("Connected to " + address); }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> public void OnEnable() { // Create web socket webSocket = new WebSocketUnity("ws://172.18.138.247:9999", this); // Open the connection webSocket.Open(); }
IEnumerator sleepStart() { print(Time.time); yield return(new WaitForSeconds(5)); print(Time.time); webSocket = new WebSocketUnity("wss://staging.projectamelia.ai/pusherman/companions/login/websocket?app=ublob", this); // <= public server webSocket.Open(); Debug.Log("closed!!"); }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> public void OnEnable() { // Create web socket Debug.Log("Connecting" + websocketServer); string url = "ws://" + websocketServer + ":" + websocketPort; webSocket = new WebSocketUnity(url, this); // Open the connection webSocket.Open(); }
void OnGUI() { // Make a background box GUI.Box(new Rect(10, 10, 400, 400), "Actions"); // Check if the websocket has an opened connection if (webSocket == null || !webSocket.IsOpened()) { // Make the first button. If it is pressed, Application.Loadlevel (1) will be executed if (GUI.Button(new Rect(30, 40, 320, 80), "Connect")) { // Warning : some libraries (for example on ios) don't support reconnection // so you need to create a new websocketunity before each connect (destroy your object when receive a disconnect or an error) webSocket = new WebSocketUnity("ws://127.0.0.1:5566", this); // <= public server //webSocket = new WebSocketUnity("ws://localhost:8080", this); // <= local server // Second Step : we open the connection webSocket.Open(); } } else { // Make the first button. If it is pressed, Application.Loadlevel (1) will be executed if (GUI.Button(new Rect(30, 40, 320, 80), "Disconnect")) { // Third Step : we need to close the connection when we finish webSocket.Close(); } if (GUI.Button(new Rect(30, 130, 320, 80), "Send message data")) { // create or modify json object JsonData newFriend = new JsonData(); newFriend["Hello"] = new JsonData(); newFriend["Hello"]["Name"] = "terry"; string strFriends = newFriend.ToJson(); Debug.Log(strFriends); webSocket.Send(strFriends); sendingMessage = true; } if (sendingMessage) { GUI.Label(new Rect(30, 350, 400, 60), "Waiting answer from server..."); } else if (receivedMessage) { GUI.Label(new Rect(30, 350, 400, 60), "Server sent an echo answer !"); } } }
void Start() { nameGO = GameObject.FindWithTag("Player"); name = nameGO.GetComponent <Text>(); url = "https://scontent.cdninstagram.com/vp/40eca769e5c52d4d93f81d005e6f312f/5DCAF45F/t51.2885-19/s150x150/53745151_2080173922098515_549575747384115200_n.jpg?_nc_ht=scontent.cdninstagram.com"; oldUrl = "https://scontent.cdninstagram.com/vp/40eca769e5c52d4d93f81d005e6f312f/5DCAF45F/t51.2885-19/s150x150/53745151_2080173922098515_549575747384115200_n.jpg?_nc_ht=scontent.cdninstagram.com"; //StartCoroutine(getPic()); webSocket = new WebSocketUnity("wss://staging.projectamelia.ai/pusherman/companions/login/websocket?app=ublob", this); // <= public server webSocket.Open(); //callGetPic(); // var factory = new WebSocketClientFactory(); // WebSocket webSocket = new WebSocket("wss://staging.projectamelia.ai/pusherman/companions/websocket?app=ublob"); //await factory.ConnectAsync(new System.Uri("wss://staging.projectamelia.ai/pusherman/companions/websocket?app=ublob")); // webSocket.onMessage += (sender, e) => // Console.WriteLine ("Laputa says: " + e.Data); // webSocket.Connect(); }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> public void OnEnable() { if (DummyDataReplay) { return; } // Create web socket Debug.Log("Connecting" + websocketServer); string url = "ws://" + websocketServer + ":" + websocketPort; #if UNITY_IOS && !UNITY_EDITOR Jetfire.Open(url); #else if (DummyDataReplay) { return; } webSocket = new WebSocketUnity(url, this); // Open the connection webSocket.Open(); #endif }
public void setOnlineMode(int online) { if (online == 1) { try { Debug.Log("Connecting to " + socketURL); webSocket = new WebSocketUnity(socketURL, this); webSocket.Open(); offline = false; txtStatus.text = "Online"; } catch { offline = true; txtStatus.text = "Offline"; Debug.Log("In Offline mode"); } } else { offline = true; txtStatus.text = "Offline"; } }
public void Open(string url, string protocol = null) { webSocket = new WebSocketUnity(url, this); webSocket.Open(); }
void OnGUI() { // Make a background box GUI.Box(new Rect(10, 10, 400, 400), "Actions"); // Check if the websocket has an opened connection if (webSocket == null || !webSocket.IsOpened()) { // Make the first button. If it is pressed, Application.Loadlevel (1) will be executed if (GUI.Button(new Rect(30, 40, 320, 80), "Connect")) { // first step : we need to create the WebSocket // You can use a websocketURL (ws://XXXXXXX or wss:XXXXXXXX) // You need to give a MonoBehaviour object who will receive events // This object must extend WebSocketUnityDelegate interface // For example : TestWebSocketController inherits of WebSocketUnityDelegate // You can create your own websocket server // for example : https://github.com/willryan/em-websocket // Warning : some libraries (for example on ios) don't support reconnection // so you need to create a new websocketunity before each connect (destroy your object when receive a disconnect or an error) //webSocket = new WebSocketUnity("ws://echo.websocket.org", this); // <= public server webSocket = new WebSocketUnity("ws://" + address, this); // <= local server // Second Step : we open the connection webSocket.Open(); } } else { // Make the first button. If it is pressed, Application.Loadlevel (1) will be executed if (GUI.Button(new Rect(30, 40, 320, 80), "Disconnect")) { // Third Step : we need to close the connection when we finish webSocket.Close(); } if (GUI.Button(new Rect(30, 130, 320, 80), "Send message")) { // Fourth Step : we can send message // In this sample, we are waiting a "echo" message from the server // when we will receive this message, we will be able to change the display webSocket.Send("Hello World"); sendingMessage = true; } if (GUI.Button(new Rect(30, 220, 320, 80), "Send data")) { // Fifth Step : we can send Data // In this sample, we are waiting a "echo" message from the server // when we will receive this message, we will be able to change the display // You need a server which manages bytes message int test1 = 42; int test2 = 33; byte[] data = new byte[8]; byte[] testB1 = System.BitConverter.GetBytes(test1); byte[] testB2 = System.BitConverter.GetBytes(test2); testB1.CopyTo(data, 0); testB2.CopyTo(data, 4); webSocket.Send(data); sendingMessage = true; } if (sendingMessage) { GUI.Label(new Rect(30, 350, 400, 60), "Waiting answer from server..."); } else if (receivedMessage) { GUI.Label(new Rect(30, 350, 400, 60), "Server sent an echo answer !"); DisplayMessage(_message); } } }