Closed JoyX2 closed 2 years ago
To debug the client ping/pong and its connectivity try this:
client.OnConnected += (sender, e) => {
Debug.Log("Client_OnConnected");
};
client.OnPing += (sender, e) => {
Debug.Log("Ping");
};
client.OnPong += (sender, e) => {
Debug.Log("Pong: " + e.TotalMilliseconds);
};
client.OnDisconnected += (sender, e) => {
Debug.Log("disconnect: " + e);
};
client.OnReconnectAttempt += (sender, e) => {
Debug.Log($"{DateTime.Now} Reconnecting: attempt = {e}");
};
client.OnAny((name, response) => {
Debug.Log("Client_OnAny: event name: " + name + " response: " + response.GetValue().GetRawText());
});
always refer to the main package for examples, these links can help: https://github.com/itisnajim/SocketIOUnity/issues/5 https://github.com/doghappy/socket.io-client-csharp/blob/master/src/SocketIOClient.Sample/Program.cs https://github.com/itisnajim/SocketIOUnity#initiation
Because no comment left in a long time ... i'm going to close this !
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 ?