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405 lines
13 KiB
405 lines
13 KiB
11 months ago
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#if !BESTHTTP_DISABLE_SIGNALR_CORE
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using BestHTTP;
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using BestHTTP.Examples.Helpers;
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using BestHTTP.SignalRCore;
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using BestHTTP.SignalRCore.Encoders;
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace BestHTTP.Examples
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{
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/// <summary>
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/// This sample demonstrates redirection capabilities. The server will redirect a few times the client before
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/// routing it to the final endpoint.
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/// </summary>
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public sealed class UploadHubSample : BestHTTP.Examples.Helpers.SampleBase
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{
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#pragma warning disable 0649
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[SerializeField]
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private string _path = "/uploading";
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[SerializeField]
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private ScrollRect _scrollRect;
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[SerializeField]
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private RectTransform _contentRoot;
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[SerializeField]
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private TextListItem _listItemPrefab;
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[SerializeField]
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private int _maxListItemEntries = 100;
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[SerializeField]
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private Button _connectButton;
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[SerializeField]
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private Button _closeButton;
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[SerializeField]
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private float _yieldWaitTime = 0.1f;
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#pragma warning restore
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// Instance of the HubConnection
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private HubConnection hub;
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protected override void Start()
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{
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base.Start();
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SetButtons(true, false);
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}
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void OnDestroy()
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{
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if (hub != null)
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{
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hub.StartClose();
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}
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}
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public void OnConnectButton()
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{
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#if BESTHTTP_SIGNALR_CORE_ENABLE_MESSAGEPACK_CSHARP
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try
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{
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MessagePack.Resolvers.StaticCompositeResolver.Instance.Register(
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MessagePack.Resolvers.DynamicEnumAsStringResolver.Instance,
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MessagePack.Unity.UnityResolver.Instance,
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//MessagePack.Unity.Extension.UnityBlitWithPrimitiveArrayResolver.Instance,
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//MessagePack.Resolvers.StandardResolver.Instance,
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MessagePack.Resolvers.ContractlessStandardResolver.Instance
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);
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var options = MessagePack.MessagePackSerializerOptions.Standard.WithResolver(MessagePack.Resolvers.StaticCompositeResolver.Instance);
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MessagePack.MessagePackSerializer.DefaultOptions = options;
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}
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catch
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{ }
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#endif
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IProtocol protocol = null;
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#if BESTHTTP_SIGNALR_CORE_ENABLE_MESSAGEPACK_CSHARP
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protocol = new MessagePackCSharpProtocol();
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#elif BESTHTTP_SIGNALR_CORE_ENABLE_GAMEDEVWARE_MESSAGEPACK
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protocol = new MessagePackProtocol();
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#else
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protocol = new JsonProtocol(new LitJsonEncoder());
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#endif
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// Crete the HubConnection
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hub = new HubConnection(new Uri(this.sampleSelector.BaseURL + this._path), protocol);
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// Subscribe to hub events
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hub.OnConnected += Hub_OnConnected;
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hub.OnError += Hub_OnError;
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hub.OnClosed += Hub_OnClosed;
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hub.OnRedirected += Hub_Redirected;
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hub.OnTransportEvent += (hub, transport, ev) => AddText(string.Format("Transport(<color=green>{0}</color>) event: <color=green>{1}</color>", transport.TransportType, ev));
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// And finally start to connect to the server
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hub.StartConnect();
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AddText("StartConnect called");
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SetButtons(false, false);
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}
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public void OnCloseButton()
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{
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if (this.hub != null)
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{
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this.hub.StartClose();
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AddText("StartClose called");
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SetButtons(false, false);
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}
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}
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private void Hub_Redirected(HubConnection hub, Uri oldUri, Uri newUri)
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{
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AddText(string.Format("Hub connection redirected to '<color=green>{0}</color>'!", hub.Uri));
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}
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/// <summary>
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/// This callback is called when the plugin is connected to the server successfully. Messages can be sent to the server after this point.
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/// </summary>
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private void Hub_OnConnected(HubConnection hub)
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{
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AddText(string.Format("Hub Connected with <color=green>{0}</color> transport using the <color=green>{1}</color> encoder.", hub.Transport.TransportType.ToString(), hub.Protocol.Name));
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StartCoroutine(UploadWord());
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SetButtons(false, true);
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}
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private IEnumerator UploadWord()
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{
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AddText("<color=green>UploadWord</color>:");
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var controller = hub.GetUpStreamController<string, string>("UploadWord");
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controller.OnSuccess(result =>
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{
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AddText(string.Format("UploadWord completed, result: '<color=yellow>{0}</color>'", result))
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.AddLeftPadding(20);
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AddText("");
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StartCoroutine(ScoreTracker());
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});
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yield return new WaitForSeconds(_yieldWaitTime);
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controller.UploadParam("Hello ");
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AddText("'<color=green>Hello </color>' uploaded!")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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controller.UploadParam("World");
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AddText("'<color=green>World</color>' uploaded!")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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controller.UploadParam("!!");
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AddText("'<color=green>!!</color>' uploaded!")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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controller.Finish();
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AddText("Sent upload finished message.")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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private IEnumerator ScoreTracker()
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{
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AddText("<color=green>ScoreTracker</color>:");
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var controller = hub.GetUpStreamController<string, int, int>("ScoreTracker");
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controller.OnSuccess(result =>
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{
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AddText(string.Format("ScoreTracker completed, result: '<color=yellow>{0}</color>'", result))
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.AddLeftPadding(20);
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AddText("");
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StartCoroutine(ScoreTrackerWithParameterChannels());
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});
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const int numScores = 5;
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for (int i = 0; i < numScores; i++)
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{
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yield return new WaitForSeconds(_yieldWaitTime);
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int p1 = UnityEngine.Random.Range(0, 10);
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int p2 = UnityEngine.Random.Range(0, 10);
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controller.UploadParam(p1, p2);
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AddText(string.Format("Score({0}/{1}) uploaded! p1's score: <color=green>{2}</color> p2's score: <color=green>{3}</color>", i + 1, numScores, p1, p2))
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.AddLeftPadding(20);
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}
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yield return new WaitForSeconds(_yieldWaitTime);
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controller.Finish();
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AddText("Sent upload finished message.")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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private IEnumerator ScoreTrackerWithParameterChannels()
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{
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AddText("<color=green>ScoreTracker using upload channels</color>:");
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using (var controller = hub.GetUpStreamController<string, int, int>("ScoreTracker"))
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{
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controller.OnSuccess(result =>
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{
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AddText(string.Format("ScoreTracker completed, result: '<color=yellow>{0}</color>'", result))
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.AddLeftPadding(20);
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AddText("");
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StartCoroutine(StreamEcho());
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});
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const int numScores = 5;
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// While the server's ScoreTracker has two parameters, we can upload those parameters separately
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// So here we
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using (var player1param = controller.GetUploadChannel<int>(0))
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{
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for (int i = 0; i < numScores; i++)
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{
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yield return new WaitForSeconds(_yieldWaitTime);
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int score = UnityEngine.Random.Range(0, 10);
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player1param.Upload(score);
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AddText(string.Format("Player 1's score({0}/{1}) uploaded! Score: <color=green>{2}</color>", i + 1, numScores, score))
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.AddLeftPadding(20);
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}
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}
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AddText("");
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using (var player2param = controller.GetUploadChannel<int>(1))
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{
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for (int i = 0; i < numScores; i++)
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{
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yield return new WaitForSeconds(_yieldWaitTime);
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int score = UnityEngine.Random.Range(0, 10);
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player2param.Upload(score);
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AddText(string.Format("Player 2's score({0}/{1}) uploaded! Score: <color=green>{2}</color>", i + 1, numScores, score))
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.AddLeftPadding(20);
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}
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}
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AddText("All scores uploaded!")
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.AddLeftPadding(20);
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}
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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private IEnumerator StreamEcho()
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{
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AddText("<color=green>StreamEcho</color>:");
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using (var controller = hub.GetUpAndDownStreamController<string, string>("StreamEcho"))
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{
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controller.OnSuccess(result =>
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{
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AddText("StreamEcho completed!")
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.AddLeftPadding(20);
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AddText("");
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StartCoroutine(PersonEcho());
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});
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controller.OnItem(item =>
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{
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AddText(string.Format("Received from server: '<color=yellow>{0}</color>'", item))
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.AddLeftPadding(20);
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});
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const int numMessages = 5;
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for (int i = 0; i < numMessages; i++)
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{
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yield return new WaitForSeconds(_yieldWaitTime);
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string message = string.Format("Message from client {0}/{1}", i + 1, numMessages);
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controller.UploadParam(message);
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AddText(string.Format("Sent message to the server: <color=green>{0}</color>", message))
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.AddLeftPadding(20);
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}
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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AddText("Upload finished!")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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/// <summary>
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/// This is basically the same as the previous StreamEcho, but it's streaming a complex object (Person
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/// </summary>
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private IEnumerator PersonEcho()
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{
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AddText("<color=green>PersonEcho</color>:");
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using (var controller = hub.GetUpAndDownStreamController<Person, Person>("PersonEcho"))
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{
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controller.OnSuccess(result =>
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{
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AddText("PersonEcho completed!")
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.AddLeftPadding(20);
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AddText("");
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AddText("All Done!");
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});
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controller.OnItem(item =>
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{
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AddText(string.Format("Received from server: '<color=yellow>{0}</color>'", item))
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.AddLeftPadding(20);
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});
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const int numMessages = 5;
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for (int i = 0; i < numMessages; i++)
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{
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yield return new WaitForSeconds(_yieldWaitTime);
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Person person = new Person()
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{
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Name = "Mr. Smith",
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Age = 20 + i * 2
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};
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controller.UploadParam(person);
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AddText(string.Format("Sent person to the server: <color=green>{0}</color>", person))
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.AddLeftPadding(20);
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}
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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AddText("Upload finished!")
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.AddLeftPadding(20);
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yield return new WaitForSeconds(_yieldWaitTime);
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}
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/// <summary>
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/// This is called when the hub is closed after a StartClose() call.
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/// </summary>
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private void Hub_OnClosed(HubConnection hub)
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{
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AddText("Hub Closed");
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SetButtons(true, false);
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}
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/// <summary>
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/// Called when an unrecoverable error happen. After this event the hub will not send or receive any messages.
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/// </summary>
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private void Hub_OnError(HubConnection hub, string error)
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{
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AddText(string.Format("Hub Error: <color=red>{0}</color>", error));
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SetButtons(true, false);
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}
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private void SetButtons(bool connect, bool close)
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{
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if (this._connectButton != null)
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this._connectButton.interactable = connect;
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if (this._closeButton != null)
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this._closeButton.interactable = close;
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}
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private TextListItem AddText(string text)
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{
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return GUIHelper.AddText(this._listItemPrefab, this._contentRoot, text, this._maxListItemEntries, this._scrollRect);
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}
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}
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}
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#endif
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