void Start() { // The current state is Login State = ChatStates.Login; // Change an option to show how it should be done SocketOptions options = new SocketOptions(); options.AutoConnect = false; // Create the Socket.IO manager Manager = new SocketManager(new Uri("http://chat.socket.io/socket.io/"), options); // Set up custom chat events Manager.Socket.On("login", OnLogin); Manager.Socket.On("new message", OnNewMessage); Manager.Socket.On("user joined", OnUserJoined); Manager.Socket.On("user left", OnUserLeft); Manager.Socket.On("typing", OnTyping); Manager.Socket.On("stop typing", OnStopTyping); // The argument will be an Error object. Manager.Socket.On(SocketIOEventTypes.Error, (socket, packet, args) => Debug.LogError(string.Format("Error: {0}", args[0].ToString()))); // We set SocketOptions' AutoConnect to false, so we have to call it manually. Manager.Open(); }
public void Connect() { BestHTTP.SocketIO.SocketOptions options = new BestHTTP.SocketIO.SocketOptions(); options.ConnectWith = BestHTTP.SocketIO.Transports.TransportTypes.WebSocket; manager = new BestHTTP.SocketIO.SocketManager(new Uri(APIConfiguration.HostURL + APIConfiguration.SocketIORoute), options); manager.Socket.On(BestHTTP.SocketIO.SocketIOEventTypes.Connect, OnConnected); }
void Start() { // Change an option to show how it should be done SocketOptions options = new SocketOptions(); options.AutoConnect = false; // Create the SocketManager instance var manager = new SocketManager(new Uri("http://io.weplay.io/socket.io/"), options); // Keep a reference to the root namespace Socket = manager.Socket; // Set up our event handlers. Socket.On(SocketIOEventTypes.Connect, OnConnected); Socket.On("joined", OnJoined); Socket.On("connections", OnConnections); Socket.On("join", OnJoin); Socket.On("move", OnMove); Socket.On("message", OnMessage); Socket.On("reload", OnReload); // Don't waste cpu cycles on decoding the payload, we are expecting only binary data with this event, // and we can access it through the packet's Attachments property. Socket.On("frame", OnFrame, /*autoDecodePayload:*/ false); // Add error handler, so we can display it Socket.On(SocketIOEventTypes.Error, OnError); // We set SocketOptions' AutoConnect to false, so we have to call it manually. manager.Open(); // We are connecting to the server. State = States.Connecting; }
/// <summary> /// Constructor to create a SocketManager instance. /// </summary> public SocketManager(Uri uri, SocketOptions options) { Uri = uri; Options = options; State = States.Initial; PreviousState = States.Initial; Encoder = SocketManager.DefaultEncoder; }
/// <summary> /// Constructor to create a SocketManager instance. /// </summary> public SocketManager(string ip, SocketOptions options) { Uri = new Uri("http://" + ip + HopeRun.GlobalManager.PORTAL + "/socket.io/"); Options = options; State = States.Initial; PreviousState = States.Initial; Encoder = SocketManager.DefaultEncoder; }
public SocketManager(Uri uri, SocketOptions options) { this.Uri = uri; this.Options = options; this.State = SocketManager.States.Initial; this.PreviousState = SocketManager.States.Initial; this.Encoder = SocketManager.DefaultEncoder; }
public void Connect() { if (!IsConnected) { string uri = ""; // #if UNITY_EDITOR // uri = "http://localhost:1337/socket.io/"; // #else uri = "http://blockparty-server.herokuapp.com/socket.io/"; // #endif BestHTTP.SocketIO.SocketOptions options = new BestHTTP.SocketIO.SocketOptions(); options.ConnectWith = BestHTTP.SocketIO.Transports.TransportTypes.WebSocket; manager = new BestHTTP.SocketIO.SocketManager(new Uri(uri), options); manager.Socket.On(BestHTTP.SocketIO.SocketIOEventTypes.Connect, OnConnected); } }