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com.ellyality.network.socketio

v1.0.9

Published

Socket IO network

Downloads

5

Readme

SocketIOUnity

Description

A Wrapper for socket.io-client-csharp to work with Unity, Supports socket.io server v2/v3/v4, and has implemented http polling and websocket.

Give a Star! ⭐

Feel free to request an issue on github if you find bugs or request a new feature. If you find this useful, please give it a star to show your support for this project.

Supported Platforms

💻 PC/Mac, 🍎 iOS, 🤖 Android

Other platforms (including the Editor) have not been tested and/or may not work!

Example

Example

Installation

Copy this url:

https://github.com/itisnajim/SocketIOUnity.git then in Unity open Window -> Package Manager -> and click (+) add package from git URL... and paste it there.

Usage

Check the 'Samples~' folder and socket.io-client-csharp repo for more usage info.

Initiation:

You may want to put the script on the Camera Object or using DontDestroyOnLoad to keep the socket alive between scenes!

var uri = new Uri("https://www.example.com");
socket = new SocketIOUnity(uri, new SocketIOOptions
{
    Query = new Dictionary<string, string>
        {
            {"token", "UNITY" }
        }
    ,
    Transport = SocketIOClient.Transport.TransportProtocol.WebSocket
});

JsonSerializer:

The library uses System.Text.Json to serialize and deserialize json by default, may won't work in the current il2cpp. You can use Newtonsoft Json.Net instead:

socket.JsonSerializer = new NewtonsoftJsonSerializer();

Emiting:

socket.Emit("eventName");
socket.Emit("eventName", "Hello World");
socket.Emit("eventName", someObject);

socket.Emit("eventName",(response)=>{
    string text = response.GetValue<string>();
    print(text);
}, someObject);

socket.EmitStringAsJSON("eventName", "{\"foo\": \"bar\"}");
await client.EmitAsync("hi", "socket.io"); // Here you should make the method async

Receiving:

socket.On("eventName", (response) =>
{
    /* Do Something with data! */
    var obj = response.GetValue<SomeClass>();
    ...
});

if you want to play with unity game objects (eg: rotating an object) or saving data using PlayerPrefs system use this instead:

// Set (unityThreadScope) the thread scope function where the code should run.
// Options are: .Update, .LateUpdate or .FixedUpdate, default: UnityThreadScope.Update
socket.unityThreadScope = UnityThreadScope.Update; 
// "spin" is an example of an event name.
socket.OnUnityThread("spin", (response) =>
{
    objectToSpin.transform.Rotate(0, 45, 0);
});

or:

socket.On("spin", (response) =>
{
    UnityThread.executeInUpdate(() => {
        objectToSpin.transform.Rotate(0, 45, 0);
    });
    /* 
    or  
    UnityThread.executeInLateUpdate(() => { ... });
    or 
    UnityThread.executeInFixedUpdate(() => { ... });
    */
});

Connecting/Disconnecting:

socket.Connect();
await socket.ConnectAsync();

socket.Disconnect();
await socket.DisconnectAsync();

Server Example

const port = 11100;
const io = require('socket.io')();
io.use((socket, next) => {
    if (socket.handshake.query.token === "UNITY") {
        next();
    } else {
        next(new Error("Authentication error"));
    }
});

io.on('connection', socket => {
  socket.emit('connection', {date: new Date().getTime(), data: "Hello Unity"})

  socket.on('hello', (data) => {
    socket.emit('hello', {date: new Date().getTime(), data: data});
  });

  socket.on('spin', (data) => {
    socket.emit('spin', {date: new Date().getTime()});
  });

  socket.on('class', (data) => {
    socket.emit('class', {date: new Date().getTime(), data: data});
  });
});

io.listen(port);
console.log('listening on *:' + port);

Acknowledgement

socket.io-client-csharp

Socket.IO

System.Text.Json

Newtonsoft Json.NET

Unity Documentation

Author

itisnajim, [email protected]

License

SocketIOUnity is available under the MIT license. See the LICENSE file for more info.