using System; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.WebSockets; using System.Text; using System.Threading; using System.Threading.Tasks; using UnityEngine; using UnityEngine.Networking; [CreateAssetMenu(fileName = "Data", menuName = "ScriptableObjects/Networking", order = 1)] public class Networking : ScriptableObject { public string host; public string path; public int port; private ClientWebSocket sock; private Task connectTask; private Task writeTask; private bool isConnected; private int seq; public void Connect() { sock = new ClientWebSocket(); UriBuilder b = new UriBuilder(); b.Scheme = "ws"; b.Host = host; b.Port = port; b.Path = path; Debug.LogFormat("Connecting to: {0}", b.Uri); connectTask = sock.ConnectAsync(b.Uri, CancellationToken.None); connectTask.ContinueWith((x) => { Debug.LogFormat("Finished connection task with status: {0}", sock.State); isConnected = sock.State == WebSocketState.Open; }); } public void SendCollectSoul(string playerName, Vector3 position) { seq++; CollectSoul info; info.seq = seq; info.cmd = "collect-soul"; info.playerName = playerName; info.position = position; string msg = JsonUtility.ToJson(info); ArraySegment buf = new ArraySegment(Encoding.UTF8.GetBytes(msg)); sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None); } public void SendDeath(Vector3 position) { seq++; Death death; death.seq = seq; death.cmd = "death"; death.position = position; string msg = JsonUtility.ToJson(death); ArraySegment buf = new ArraySegment(Encoding.UTF8.GetBytes(msg)); sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None); } private struct CollectSoul { public int seq; public string cmd; public string playerName; public Vector3 position; } private struct Death { public int seq; public string cmd; public Vector3 position; } }