internal void HandleCallback() { if (CurrentRequest == null) { return; } try { HandleProgressCallback(); if (State == HTTPConnectionStates.Upgraded) { if (CurrentRequest != null && CurrentRequest.Response != null && CurrentRequest.Response.IsUpgraded) { CurrentRequest.UpgradeCallback(); } State = HTTPConnectionStates.WaitForProtocolShutdown; } else { CurrentRequest.CallCallback(); } } catch (Exception ex) { HTTPManager.Logger.Exception("ConnectionBase", "HandleCallback", ex); } }
internal void HandleCallback() { try { HandleProgressCallback(); if (State == HTTPConnectionStates.Upgraded) { if (CurrentRequest != null && CurrentRequest.Response != null && CurrentRequest.Response.IsUpgraded) { CurrentRequest.UpgradeCallback(); } State = HTTPConnectionStates.WaitForProtocolShutdown; } else { if (HTTPManager.BeShowHttpLog) { UnityEngine.Debug.LogError("999---->ConectionBase State:" + State); } CurrentRequest.CallCallback(); } } catch (Exception ex) { HTTPManager.Logger.Exception("ConnectionBase", "HandleCallback", ex); } }
internal void HandleCallback() { try { HandleProgressCallback(); if (State == HTTPConnectionStates.Upgraded) { if (CurrentRequest != null && CurrentRequest.Response != null && CurrentRequest.Response.IsUpgraded) { CurrentRequest.UpgradeCallback(); } // Change state only if state is still Upgraded, otherwise we would overwrite the newly set state if (State == HTTPConnectionStates.Upgraded) { State = HTTPConnectionStates.WaitForProtocolShutdown; } } else { CurrentRequest.CallCallback(); } } catch (Exception ex) { HTTPManager.Logger.Exception("ConnectionBase", "HandleCallback", ex); } }
internal void HandleCallback() { HandleProgressCallback(); if (State == HTTPConnectionStates.Upgraded) { if (CurrentRequest != null && CurrentRequest.Response != null && CurrentRequest.Response.IsUpgraded) { CurrentRequest.UpgradeCallback(); } State = HTTPConnectionStates.WaitForProtocolShutdown; } else { CurrentRequest.CallCallback(); } }