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https://github.com/sacoo7/socketcluster-client-unity

An extension to original C# client implementation.
https://github.com/sacoo7/socketcluster-client-unity

client socketcluster unity websocket

Last synced: 2 months ago
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An extension to original C# client implementation.

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README

        

# socketcluster-client-unity
An extension to original C# client implementation.
=====================================

Overview
--------
This client provides following functionality

- Support for emitting and listening to remote events
- Automatic reconnection
- Pub/sub
- Authentication (JWT)

Client supports following platforms

- **Unity Desktop/Android/iOS**
- .Net 2.0
- .Net 3.5
- .Net 4.0
- .Net standard 1.5 onwards
- .Net Core 1.0 onwards

License
-------
Apache License, Version 2.0

Usage via Nuget
------
```
Install-Package ScClient.Unity
```

Nuget Gallery link : https://www.nuget.org/packages/ScClient.Unity/

Usage using source files
------
Library is built on top of Websocket4Net and Newtonsoft.Json. Install those packages via nuget and add source
files into project

Description
-----------
Create instance of `Socket` class by passing url of socketcluster-server end-point

```C#
//Create a socket instance
string url = "ws://localhost:8000/socketcluster/";
var socket = new Socket(url);

```
**Important Note** : Default url to socketcluster end-point is always *ws://somedomainname.com/socketcluster/*.

#### Registering basic listeners

Create a class implementing `BasicListener` interface and pass it's instance to socket setListener method

```C#

internal class MyListener : IBasicListener
{
public void OnConnected(Socket socket)
{
Console.WriteLine("connected got called");
}

public void OnDisconnected(Socket socket)
{
Console.WriteLine("disconnected got called");
}

public void OnConnectError(Socket socket, ErrorEventArgs e)
{
Console.WriteLine("on connect error got called");
}

public void OnAuthentication(Socket socket, bool status)
{
Console.WriteLine(status ? "Socket is authenticated" : "Socket is not authenticated");
}

public void OnSetAuthToken(string token, Socket socket)
{
socket.setAuthToken(token);
Console.WriteLine("on set auth token got called");
}

}

internal class Program
{
public static void Main(string[] args)
{
var socket = new Socket("ws://localhost:8000/socketcluster/");
socket.SetListerner(new MyListener());
}
}

```

#### Connecting to server

- For connecting to server:

```C#
//This will send websocket handshake request to socketcluster-server
socket.Connect();
```

- By default reconnection to server is not enabled , to enable it :

```C#
//This will set automatic-reconnection to server with delay of 3 seconds and repeating it for 30 times
socket.SetReconnectStrategy(new ReconnectStrategy().SetMaxAttempts(30));
socket.Connect()
```

- To disable reconnection :

```
socket.SetReconnectStrategy(null);
```

Emitting and listening to events
--------------------------------
#### Event emitter

- eventname is name of event and message can be String, boolean, Long or JSON-object

```C#
socket.Emit(eventname,message);

//socket.Emit("chat","Hi");
```

- To send event with acknowledgement

```C#

socket.Emit("chat", "Hi", (eventName, error, data) =>
{
//If error and data is String
Console.WriteLine("Got message for :"+eventName+" error is :"+error+" data is :"+data);
});

```

#### Event Listener

- For listening to events :

The object received can be String, Boolean, Long or JSONObject.

```C#

socket.On("chat", (eventName, data) =>
{
Console.WriteLine("got message "+ data+ " from event "+eventName);
});

```

- To send acknowledgement back to server

```C#

socket.On("chat", (eventName, data, ack) =>
{
Console.WriteLine("got message "+ data+ " from event "+eventName);
ack(name, "No error", "Hi there buddy");
});

```

Implementing Pub-Sub via channels
---------------------------------

#### Creating channel

- For creating and subscribing to channels:

```C#
var channel=socket.CreateChannel(channelName);
//var channel=socket.CreateChannel("yolo");

/**
* without acknowledgement
*/
channel.Subscribe();

/**
* with acknowledgement
*/

channel.Subscribe((channelName, error, data) =>
{
if (error == null)
{
Console.WriteLine("Subscribed to channel "+channelName+" successfully");
}
});
```

- For getting list of created channels :

```C#
List channels = socket.GetChannels();
```

- To get channel by name :

```C#
var channel=socket.GetChannelByName("yell");
//Returns null if channel of given name is not present

```

#### Publishing event on channel

- For publishing event :

```C#
// message can have any data type
/**
* without acknowledgement
*/
channel.Publish(message);

/**
* with acknowledgement
*/
channel.Publish(message, (channelName, error, data) =>
{
if (error == null) {
Console.WriteLine("Published message to channel "+channelName+" successfully");
}
});

```

#### Listening to channel

- For listening to channel event :

```C#

//If instance of channel exists
channel.OnMessage((channelName, data) =>
{
Console.WriteLine("Got message for channel "+channelName+" data is "+data);
});

//or
socket.OnSubscribe(channelName, (channelName, data) =>
{
Console.WriteLine("Got message for channel "+channelName+" data is "+data);
});

```

#### Un-subscribing to channel

```C#

/**
* without acknowledgement
*/

channel.Unsubscribe();

/**
* with acknowledgement
*/

channel.Unsubscribe((name, error, data) =>
{
if (error == null) {
Console.WriteLine("channel unsubscribed successfully");
}
});

```

#### Handling SSL connection with server

To enable or disable SSL certficate verification use
```C#

socket.SetSSLCertVerification(true/false);

```

#### Setting HTTP proxy with server

```C#

//args, string : host , int : port
socket.SetProxy(host,port);

```

#### Star the repo. if you love the client :).