void Update() { // client if (client.Connected) { if (Input.GetKeyDown(KeyCode.Space)) { client.Send(new byte[] { 0x1 }); } // show all new messages Telepathy.Message msg; while (client.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Debug.Log("Connected"); break; case Telepathy.EventType.Data: Debug.Log("Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Debug.Log("Disconnected"); break; } } } // server if (server.Active) { if (Input.GetKeyDown(KeyCode.Space)) { server.Send(0, new byte[] { 0x2 }); } // show all new messages Telepathy.Message msg; while (server.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Debug.Log(msg.connectionId + " Connected"); break; case Telepathy.EventType.Data: Debug.Log(msg.connectionId + " Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Debug.Log(msg.connectionId + " Disconnected"); break; } } } }
public override void ClientSend(int channelId, ArraySegment <byte> segment) { // telepathy doesn't support allocation-free sends yet. // previously we allocated in Mirror. now we do it here. byte[] data = new byte[segment.Count]; Array.Copy(segment.Array, segment.Offset, data, 0, segment.Count); client.Send(data); }
public void Send(BADNetworkMessage networkMessage) { var data = JsonConvert.SerializeObject(networkMessage); var encoded = Encoding.UTF8.GetBytes(data); var buffer = new ArraySegment <Byte>(encoded, 0, encoded.Length); Debug.Log("send message"); _client.Send(buffer); }
private void button1_Click(object sender, EventArgs e) { // send a message to server // client.Send(new byte[] { 0xFF }); if (NickTB.Text == "") { TextPanel.Text += "Dear Senchi member, please enter your nickname :)\r\n"; return; } string msg = NickTB.Text.ToString() + ": " + msgTB.Text.ToString(); byte[] msgc = Encoding.Default.GetBytes(msg); client.Send(msgc); msgTB.Text = ""; serverConnect(); }
static void Main(string[] args) { client = new Telepathy.Client(); client.Connect("localhost", 1337); Task.Run(() => { while (client.Connected) { Telepathy.Message msg; while (client.GetNextMessage(out msg)) { // clientの場合、msg.connectionIdは常に0が格納されている switch (msg.eventType) { case Telepathy.EventType.Connected: Console.WriteLine("Telepathy.EventType.Connected : msg.connectionId=" + msg.connectionId); break; case Telepathy.EventType.Data: Console.WriteLine("Telepathy.EventType.Data : msg.connectionId=" + msg.connectionId + ", msg.data" + System.Text.Encoding.UTF8.GetString(msg.data)); break; case Telepathy.EventType.Disconnected: Console.WriteLine("Telepathy.EventType.Disconnected : msg.connectionId=" + msg.connectionId); break; } } } }); bool break_flag = false; while (break_flag == false) { ConsoleKey k = Console.ReadKey().Key; switch (k) { case ConsoleKey.Spacebar: Console.WriteLine("send massage from client..."); client.Send(System.Text.Encoding.UTF8.GetBytes("send message from server...")); break; case ConsoleKey.Escape: break_flag = true; break; } } client.Disconnect(); }
public void SendNetworkMessageToServer(SNetworkMessage _message) { client.Send(Encoding.UTF8.GetBytes(JsonUtility.ToJson(_message))); }
public void Send(ArraySegment <byte> data) { _client.Send(data); }
void Update() { // client if (client.Connected) { if (Input.GetKeyDown(KeyCode.Space)) { client.Send(new byte[] { 0x1 }); //client.Send(Telepathy.Utils.StringToBytes(GameObject.Find("PlayerObject(Clone)").name)); // sends the players name as a byte[] //byte[] bytesvalue = Telepathy.Utils.StringToBytes(GameObject.Find("PlayerObject").name); } if (Input.GetKeyDown(KeyCode.LeftAlt)) { GameObject.Instantiate(SquarePrefab, Vector3.zero, Quaternion.identity); } // show all new messages Telepathy.Message msg; while (client.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Debug.Log("Connected"); break; case Telepathy.EventType.Data: Debug.Log("Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Debug.Log("Disconnected"); break; } } } // server if (server.Active) { if (Input.GetKeyDown(KeyCode.Space)) { server.Send(0, new byte[] { 0x2 }); } // show all new messages Telepathy.Message msg; while (server.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Debug.Log(msg.connectionId + " Connected"); break; case Telepathy.EventType.Data: Debug.Log(msg.connectionId + " Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Debug.Log(msg.connectionId + " Disconnected"); break; } } } }