上海虹口龙之梦项目
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#if !BESTHTTP_DISABLE_WEBSOCKET
using System;
using BestHTTP.Examples.Helpers;
using UnityEngine;
using UnityEngine.UI;
namespace BestHTTP.Examples.Websockets
{
public class WebSocketSample : BestHTTP.Examples.Helpers.SampleBase
{
#pragma warning disable 0649
[SerializeField]
[Tooltip("The WebSocket address to connect")]
private string address = "wss://besthttpwebgldemo.azurewebsites.net/ws";
[SerializeField]
private InputField _input;
[SerializeField]
private ScrollRect _scrollRect;
[SerializeField]
private RectTransform _contentRoot;
[SerializeField]
private TextListItem _listItemPrefab;
[SerializeField]
private int _maxListItemEntries = 100;
[SerializeField]
private Button _connectButton;
[SerializeField]
private Button _closeButton;
#pragma warning restore
/// <summary>
/// Saved WebSocket instance
/// </summary>
WebSocket.WebSocket webSocket;
protected override void Start()
{
base.Start();
SetButtons(true, false);
this._input.interactable = false;
}
void OnDestroy()
{
if (this.webSocket != null)
{
this.webSocket.Close();
this.webSocket = null;
}
}
public void OnConnectButton()
{
// Create the WebSocket instance
this.webSocket = new WebSocket.WebSocket(new Uri(address));
#if !UNITY_WEBGL || UNITY_EDITOR
this.webSocket.StartPingThread = true;
#if !BESTHTTP_DISABLE_PROXY
if (HTTPManager.Proxy != null)
this.webSocket.OnInternalRequestCreated = (ws, internalRequest) => internalRequest.Proxy = new HTTPProxy(HTTPManager.Proxy.Address, HTTPManager.Proxy.Credentials, false);
#endif
#endif
// Subscribe to the WS events
this.webSocket.OnOpen += OnOpen;
this.webSocket.OnMessage += OnMessageReceived;
this.webSocket.OnClosed += OnClosed;
this.webSocket.OnError += OnError;
// Start connecting to the server
this.webSocket.Open();
AddText("Connecting...");
SetButtons(false, true);
this._input.interactable = false;
}
public void OnCloseButton()
{
AddText("Closing!");
// Close the connection
this.webSocket.Close(1000, "Bye!");
SetButtons(false, false);
this._input.interactable = false;
}
public void OnInputField(string textToSend)
{
if ((!Input.GetKeyDown(KeyCode.KeypadEnter) && !Input.GetKeyDown(KeyCode.Return)) || string.IsNullOrEmpty(textToSend))
return;
AddText(string.Format("Sending message: <color=green>{0}</color>", textToSend))
.AddLeftPadding(20);
// Send message to the server
this.webSocket.Send(textToSend);
}
#region WebSocket Event Handlers
/// <summary>
/// Called when the web socket is open, and we are ready to send and receive data
/// </summary>
void OnOpen(WebSocket.WebSocket ws)
{
AddText("WebSocket Open!");
this._input.interactable = true;
}
/// <summary>
/// Called when we received a text message from the server
/// </summary>
void OnMessageReceived(WebSocket.WebSocket ws, string message)
{
AddText(string.Format("Message received: <color=yellow>{0}</color>", message))
.AddLeftPadding(20);
}
/// <summary>
/// Called when the web socket closed
/// </summary>
void OnClosed(WebSocket.WebSocket ws, UInt16 code, string message)
{
AddText(string.Format("WebSocket closed! Code: {0} Message: {1}", code, message));
webSocket = null;
SetButtons(true, false);
}
/// <summary>
/// Called when an error occured on client side
/// </summary>
void OnError(WebSocket.WebSocket ws, string error)
{
AddText(string.Format("An error occured: <color=red>{0}</color>", error));
webSocket = null;
SetButtons(true, false);
}
#endregion
private void SetButtons(bool connect, bool close)
{
if (this._connectButton != null)
this._connectButton.interactable = connect;
if (this._closeButton != null)
this._closeButton.interactable = close;
}
private TextListItem AddText(string text)
{
return GUIHelper.AddText(this._listItemPrefab, this._contentRoot, text, this._maxListItemEntries, this._scrollRect);
}
}
}
#endif