james-frowen / simplewebtransport Goto Github PK
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License: MIT License
WebSocket Server and client for unity designed for Mirror Networking
License: MIT License
Hi, thank you for providing awesome library.
I noticed this package only supports binary frames.
SimpleWebTransport/source/Common/SendLoop.cs
Line 163 in edd7633
Do you have any plan to support text frames?
This may be more of a feature request than an issue. We want to host our game servers behind reverse proxies that rewrite the path, so that multiple servers can be hosted under the same domain under different paths. So for example, a game server URI could look like:
wss://xxx:123/ws/game-server/gs-c6431288-dd78-47a4-909a-cb085c416ea6
From what I saw, the C# UriBuilder
supports a Path
argument, but SimpleWebTransport
does not use/expose it (we can only set hostname and port), so we can only connect the client to servers hosted at the root path of the domain.
Would that be something that can be added?
Hi,
I'm currently connecting to the simplewebserver via this solution;
https://github.com/endel/NativeWebSocket
It works great, however after around 30 seconds the server disconnects.
To clarify, it seems like the simplewebserver is auto-kicking the client after 30 seconds.
Any reasons why you think this may be?
-Sean
At first glance, this looks undesirable (and confusing). However, after looking at the tooltip, one with a reverse proxy may realize that nothing works because this isn't checked :)
This is such an overwhelmingly important feature that it can easily be overlooked in its current name.
Instead of this name and location under port, it should probably go right underr "Server Settings" 'at top and center.
The rename is debatable, but should probably be something similar to ReverseProxy
. An explicit tooltip example mentioning "Nginx" may turn some heads to importance, as well. Heck ,it could be ReverseProxyUseDefaultPort
if it's truly believed "default port" keyword would help folks (to me, it meant "ignore the port I listed above").
Hello,
is this supposed/meant to work with WEBGL?
Hi there!
I just noticed that the example that you give in the README is not working. You can test with those lines
byte[] message2 = Encoding.ASCII.GetBytes("Hello Server");
var test = new ArraySegment<byte>(message2);
string result = BitConverter.ToString(test.Array, test.Offset, test.Count);
the result variable has the following value 48-65-6C-6C-6F-20-53-65-72-76-65-72
Any idea how to solve this limitation?
Normally this is fine, however, in our use case, we send a lot of game data at the start when a client connects since we stream pretty much the entire game's content, much of which is in the Megabytes of size.
From the source, it doesn't seem there would be any detriment to changing this and would allow arrays and dict keys to be used directly.
public void SendAll(ICollection<int> connectionIds, ArraySegment<byte> source)
{
ArrayBuffer buffer = bufferPool.Take(source.Count);
buffer.CopyFrom(source);
buffer.SetReleasesRequired(connectionIds.Count);
// make copy of array before for each, data sent to each client is the same
foreach (int id in connectionIds)
server.Send(id, buffer);
}
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