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