void Received(object o) { try { Socket socketSend = o as Socket; while (true) { //recieve message from client byte[] buffer = new byte[1024 * 1024 * 3]; //efficent message int len = socketSend.Receive(buffer); if (len == 0) { break; } string str = Encoding.UTF8.GetString(buffer, 0, len); Debug.Log("Server:" + str); //sc.ClientTask(str); cl.pushOperation(str); //Debug.Log("Server2:" + socketSend.RemoteEndPoint + ":" + str); Send(str); } } catch { } }
private void WebSock_MessageReceived(MessageWebSocket sender, MessageWebSocketMessageReceivedEventArgs args) { DataReader messageReader = args.GetDataReader(); messageReader.UnicodeEncoding = UnicodeEncoding.Utf8; string messageString = messageReader.ReadString(messageReader.UnconsumedBufferLength); AppendOutputLine("messageString : " + messageString); //Add code here to do something with the string that is received. Task.Run(async() => { UnityEngine.WSA.Application.InvokeOnAppThread(() => { cl.pushOperation(messageString); }, true); await Task.Delay(100); }); }
private void OpenApp() { string name = this.name; string[] info = name.Split('-'); switch (info[0]) { case "App": cl.pushOperation("OpenApp:" + info[1]); //Debug.Log("OpenApp:" + info[1]); break; case "System": cl.pushOperation("OpenApp:" + "System" + info[1]); //Debug.Log("OpenApp:" + "System" + info[1]); break; case "Quick": quickList(info[1]); break; } cl.CloseAppList(); }
// Update is called once per frame public void InputSim() { cl.pushOperation("Touch:" + gameObject.name); //Debug.Log(gameObject.name); }