private void SocketClosed(object sender, CloseEventArgs e) { //invoke when socket closed Debug.Log("connection closed"); m_connected = false; OnDisconnect.Emit(this, new EventArgs()); while (m_players.Count > 0) { Dictionary <int, NetPlayer> .Enumerator i = m_players.GetEnumerator(); i.MoveNext(); RemovePlayer(i.Current.Key); } }
private NClient(string serverKey) { ConnectTimeout = 3000; Host = "127.0.0.1"; Port = 7350; ServerKey = serverKey; SSL = false; Timeout = 5000; Trace = false; Lang = "en"; #if UNITY // NOTE Not compiled by default; avoids dependency on UnityEngine Logger = new NUnityLogger(); #else Logger = new NConsoleLogger(); #endif #if UNITY_WEBGL && !UNITY_EDITOR transport = new NTransportJavascript(); #else transport = new NTransport(); #endif transport.Logger = Logger; transport.Trace = Trace; transport.OnClose += (sender, _) => { collationIds.Clear(); OnDisconnect.Emit(this, EventArgs.Empty); }; transport.OnMessage += (sender, m) => { var message = Envelope.Parser.ParseFrom(m.Data); Logger.TraceFormatIf(Trace, "SocketDecoded: {0}", message); onMessage(message); }; }