Skip to content

Instantly share code, notes, and snippets.

@dylanh724
Created July 3, 2020 07:22
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save dylanh724/4f0d2eb278c79bc1a9f5f8a9b4e353e0 to your computer and use it in GitHub Desktop.
Save dylanh724/4f0d2eb278c79bc1a9f5f8a9b4e353e0 to your computer and use it in GitHub Desktop.
using GameSparks;
using System;
using WebSocketSharp;
/// <summary>
/// Custom wrapper around the WebSocketSharp from https://github.com/sta/websocket-sharp
/// Intended to fix the issue of the GameSparks SDK not supporting .net4.x
/// https://github.com/Imperium42/gs-csharp-community-sdk/issues/4
/// -------------------------------------------------------------------
/// IMPORTANT: DOWNLOAD DLL @ https://discordapp.com/channels/356100134565838848/548131641491587093/728510612547567646
/// -> Then place it in any /Plugins dir within your Unity /Assets/
/// -------------------------------------------------------------------
/// TODO: Resolve 10 errors. --Xb
/// -------------------------------------------------------------------
/// * Templated from Zarlin @ https://gist.github.com/zarlin/835bfc63b13106f712f725d8e4f0379c
/// * Edited to go from custom Native WebSocket (lacking Win7 support) to WebSocketSharp
/// </summary>
public class CustomGamesparksSocket : IGameSparksWebSocket
{
private WebSocketSharp.WebSocket socket = null;
private Action<string> onError = null;
// ........................................................................................................................
private void initAllExceptMsg(string url, Action _onClose, Action _onOpen, Action<string> _onError)
{
socket = new WebSocket(url);
socket.OnOpen += (sender, e) => _onOpen();
socket.OnClose += (sender, e) => _onClose();
this.onError = _onError;
socket.OnError += (sender, e) => OnSocketError(e.Message);
}
// ........................................................................................................................
/// <summary>
/// onMessage:str
/// </summary>
/// <param name="url"></param>
/// <param name="_onMessage"></param>
/// <param name="_onClose"></param>
/// <param name="_onOpen"></param>
/// <param name="_onError"></param>
public void Initialize(string url, Action<string> _onMessage, Action _onClose, Action _onOpen, Action<string> _onError)
{
initAllExceptMsg(url, _onClose, _onOpen, _onError);
socket.OnMessage += (sender, e) =>
{
string message = e.Data;
_onMessage(message);
};
}
// ........................................................................................................................
/// <summary>
/// onMessage:byte[]
/// </summary>
/// <param name="url"></param>
/// <param name="_onMessage"></param>
/// <param name="_onClose"></param>
/// <param name="_onOpen"></param>
/// <param name="_onError"></param>
public void Initialize(string url, Action<byte[]> _onMessage, Action _onClose, Action _onOpen, Action<string> _onError)
{
initAllExceptMsg(url, _onClose, _onOpen, _onError);
socket.OnMessage += (sender, e) =>
{
//var message = System.Text.Encoding.UTF8.GetString(data);
byte[] message = e.RawData;
_onMessage(message);
};
}
// ........................................................................................................................
private void OnSocketError(string message)
{
onError(message);
}
// ........................................................................................................................
/// <summary>
/// This must be called every frame from the Unity main thread (Update) to process received messages
/// </summary>
public void DispatchMessageQueue()
{
socket.DispatchMessageQueue();
}
// ........................................................................................................................
public async void Open()
{
await socket.ConnectAsync();
}
// ........................................................................................................................
public async void Close()
{
await socket.CloseAsync();
}
// ........................................................................................................................
public async void Terminate()
{
await socket.CloseAsync();
}
// ........................................................................................................................
public void Send(string request)
{
socket.SendText(request);
}
// ........................................................................................................................
public void SendBinary(byte[] request, int offset, int length)
{
byte[] payload = new byte[length];
Array.Copy(request, offset, payload, 0, length);
socket.Send(payload);
}
// ........................................................................................................................
public GameSparksWebSocketState State
{
get
{
if (socket == null)
return GameSparksWebSocketState.None;
switch (socket.State)
{
case WebSocket.WebSocketState.Connecting:
return GameSparksWebSocketState.Connecting;
case WebSocket.WebSocketState.Open:
return GameSparksWebSocketState.Open;
case WebSocket.WebSocketState.Closing:
return GameSparksWebSocketState.Closing;
case WebSocket.WebSocketState.Closed:
return GameSparksWebSocketState.Closed;
default:
return GameSparksWebSocketState.None;
}
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment