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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
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var btn = document.createElement('button');
btn.textContent = 'Copy';
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btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
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// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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socket.io client for unity3d.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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socket.io client for unity3d.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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socket.io client for unity3d.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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socket.io client for unity3d.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); })(); GitHub - exean/UnitySocketIO: socket.io client for unity3d. · GitHub
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UnitySocketIO

The project is the socket.io client for unity3d, written in C#. It's based on socketio4net.Client (http://socketio4net.codeplex.com/). However, socketio4net.Client only provides a .NET 4.0 C# client, and does compatible with unity3d. We've done a lot of works on supporting unity3d.

The project was initially designed for unity client of pomelo framework, which is a powerful, scalable game server framework.

How to use

It is very simple to use UnitySocketIO. Copy all the DLLS locating in the file of /bin/Debug/ to your project.

Of course, you can download this project and compile it:

git clone https://github.com/NetEase/UnitySocketIO.git

API

Create and initialize a new UnitySocketIO client.

Clientclient=newClient(url);client.Opened+=SocketOpened;client.Message+=SocketMessage;client.SocketConnectionClosed+=SocketConnectionClosed;client.Error+=SocketError;client.Connect();privatevoidSocketOpened(objectsender,MessageEventArgse){//invoke when socket opened}

Send message to server.

client.Send(messge);

Get message from server.

privatevoidSocketMessage(objectsender,MessageEventArgse){if(e!=null&&e.Message.Event=="message"){stringmsg=e.Message.MessageText;process(msg);}}

Close connection.

client.Close();

##License (The MIT License)

Copyright (c) 2012-2013 NetEase, Inc. and other contributors

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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socket.io client for unity3d.

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