m1ngxu / socket.io-unity Goto Github PK
View Code? Open in Web Editor NEWA Socket.IO implementation for Unity with basic Event callbacks.
License: MIT License
A Socket.IO implementation for Unity with basic Event callbacks.
License: MIT License
hi,
this is a new scene on unity 2019.4.36f1
I have 2 scripts on 1 object ( I disabled mine so 1 script on 1 empty object and the error was still generated )
I believe the error is referring to this line
which is enum if i'm not wrong and it has been already defined as "Closed" it even says that on the inspector
Not sure why it says null
I know this is how we connect
_ = socket.Connect("ws://192.168.178.44:3000");
socket.On("connect", s => Debug.Log(":)"));
But how as a client to close the connection ? , I cant find socket.Disconnect();
Is there is a way for the server to force disconnect a client or a client to voluntarily leave the server ?
How to keep the client connected ?
I'm using KyleDulce.SocketIo but it sadly got depreciated, and as soon as I developed deep enough I realized that there is no ping-pong/heartbeeat mechanism, so all clients would disconnected as soon as the time ran out.
could you show me an example to maintain a heart beat ?
I'm using python as the backenet/server, would that be a problem ?
when the server closes the connection I get this error
WebSocketException: The remote party closed the WebSocket connection without completing the close handshake.
but the SocketState remains Open
it would be ideal to Dispose() the connection when getting this specific error, is there a way?
Please make a License Declaration to MIT so we can use your script freely in commercial uses, otherwise, we wont be able to relay on it.
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