70 lines
1.5 KiB
C#
70 lines
1.5 KiB
C#
using Google.Protobuf;
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using NativeWebSocket;
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using UnityEngine;
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public class SocketManager : MonoBehaviour
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{
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private WebSocket _ws;
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public static SocketManager Instance { get; private set; }
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private void Awake()
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{
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if (Instance != null)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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public async void Connect()
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{
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_ws = new WebSocket($"wss://www.hlsq.asia/ws/?token={Random.Range(1, 1000)}");
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_ws.OnOpen += () =>
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{
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Debug.Log("Connection open!");
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SendMessage(MessageID.EnterInstance, new C2S_EnterInstance
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{
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InstanceID = 1
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});
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};
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_ws.OnError += (e) => { Debug.Log("Error! " + e); };
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_ws.OnClose += (e) => { Debug.Log("Connection closed!"); };
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_ws.OnMessage += (bytes) =>
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{
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var message = Message.Parser.ParseFrom(bytes);
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Debug.Log("OnMessage: " + message.ID);
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SocketMessageManager.Instance.TriggerEvent(message.ID, message.Payload);
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};
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await _ws.Connect();
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}
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public void SendMessage(MessageID id, IMessage msg)
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{
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var m = new Message
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{
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ID = id,
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Payload = ByteString.CopyFrom(msg.ToByteArray())
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};
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_ws.Send(m.ToByteArray());
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}
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private void Update()
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{
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#if !UNITY_WEBGL || UNITY_EDITOR
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_ws?.DispatchMessageQueue();
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#endif
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}
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private async void OnApplicationQuit()
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{
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await _ws.Close();
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}
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} |