public virtual void Connect(string ip, int port) { if (m_socket != null) { m_socket.Connect(ip, port); } }
public async Task <bool> Connect() { try { this.ConnectionStatus = "connecting"; Log.Debug("Connecting..."); _socket.Connect(); Log.Debug("Connected..."); this.RPC.Hello(User.UserName); _readTask = Task.Factory.StartNew(ProcessMessages, _cancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default); await Task.Run(() => { while (UserId == 0 && _cancellation.IsCancellationRequested == false) { Thread.Sleep(2); } }); if (UserId == 0) { return(false); } return(true); } catch (Exception e) { Log.Error(e.ToString()); return(false); } }
void Update() { if (Input.GetKeyUp("o")) { ws.Connect(); } if (Input.GetKeyDown("s")) { ws.SequencialSend("test", new Dictionary <string, object>() { { "msg", "Sequencial Test Message" } }, (_request, _response) => { var payload = (MessagePackObject)_response.payload; Debug.Log("callback:" + payload.AsDictionary()["msg"]); }, (_completed) => { Debug.Log("Sequencial Test Message send complete"); }); } if (Input.GetKeyUp("i")) { ws.ImmidiateSend("test", new Dictionary <string, object>() { { "msg", "Immidiate Test Message" } }, (_request, _response) => { var payload = (MessagePackObject)_response.payload; Debug.Log("callback:" + payload.AsDictionary()["msg"]); }, (_completed) => { Debug.Log("Immidiate Test Message send complete"); }); } if (Input.GetKeyUp("c")) { ws.Close(); } }
IEnumerator StartConnect(System.Action callback = null) { socket = new GameSocket(host, port); socket.onReceiveMessage = this.OnReceiveMsg; socket.onDisconnect = this.OnDisconnected; socket.onConnected = this.OnConnected; socket.Connect(); while (!socket.Connected) { yield return(null); } if (callback != null) { callback(); } StartCoroutine(socket.Dispatcher()); }
public void OnConnectedToServer(string ip, int port) { gameSocket.Connect(ip, port); gameSocket.ReceiveMessageEvent += ReceiveGameMessage; }
public static int Connect(string ip, int port, GameSocket.SocketEventHandler handler) { return(sock.Connect(ip, port, handler)); }
/// <summary> /// Connect to server. /// </summary> public void Connect() { TimeSpan timeout = new TimeSpan(0, 0, 5); m_gameSocket.Connect(host, port, timeout); }