internal SocketIOWebGLInstance(string gameObjectName, string targetAddress, bool enableReconnect) : base(gameObjectName, targetAddress, enableReconnect) { SocketIOManager.LogDebug("Preparing WebGL-Based Socket.IO instance for " + gameObjectName); this.GameObjectName = gameObjectName; this.InstanceName = this.GameObjectName + "_" + System.Guid.NewGuid().ToString("N"); //CreateSIOInstance(this.InstanceName, this.GameObjectName, targetAddress, enableReconnect ? 1 : 0); }
public static bool CheckAvailability() { if (SIODispatcher.Instance == null) { SocketIOManager.LogError("Unable to instantiate SIODispatcher. You can try to manually create a GameObject with the SIODispatcher Behaviour in your scene."); return(false); } return(true); }
public override void Connect(string targetAddress, bool enableReconnect, SIOAuthPayload authPayload) { base.Connect(targetAddress, enableReconnect, authPayload); string payload = ""; if (this.authPayload != null) { payload = this.authPayload.GetPayloadJSON(); } SocketIOManager.LogDebug("Creating and connecting WebGL-Based Socket.IO instance for " + this.GameObjectName); CreateSIOInstance(InstanceName, this.GameObjectName, targetAddress, enableReconnect ? 1 : 0, payload); }
internal SocketIOWebGLInstance(string instanceName, string targetAddress) : base(instanceName, targetAddress) { SocketIOManager.LogDebug("Creating WebGL-Based Socket.IO instance for " + instanceName); this.InstanceName = instanceName; CreateSIOInstance(instanceName, targetAddress); }