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ClientObject.cs
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ClientObject.cs
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using System.Collections.Concurrent;
using System.Threading;
using NetMQ;
using UnityEngine;
using NetMQ.Sockets;
public class NetMqListener
{
private readonly Thread _listenerWorker;
private bool _listenerCancelled;
public delegate void MessageDelegate(string message);
private readonly MessageDelegate _messageDelegate;
private readonly ConcurrentQueue<string> _messageQueue = new ConcurrentQueue<string>();
private bool sending = true;
private void ListenerWork()
{
AsyncIO.ForceDotNet.Force();
using (var subSocket = new RequestSocket())
{
subSocket.Options.ReceiveHighWatermark = 1000;
subSocket.Connect("tcp://localhost:12345");
// subSocket.Subscribe("");
while (!_listenerCancelled)
{
string frameString = "blah";
bool success = false;
if (!sending) {
success = subSocket.TryReceiveFrameString(out frameString);
if (success) {
_messageQueue.Enqueue(frameString);
}
}
else {
success = OutgoingSocketExtensions.TrySendFrame(subSocket, frameString);
}
// if the transaction was successful,
if (success) {
sending = !sending;
}
}
subSocket.Close();
}
NetMQConfig.Cleanup();
}
public void Update()
{
while (!_messageQueue.IsEmpty)
{
string message;
if (_messageQueue.TryDequeue(out message))
{
_messageDelegate(message);
}
else
{
break;
}
}
}
public NetMqListener(MessageDelegate messageDelegate)
{
_messageDelegate = messageDelegate;
_listenerWorker = new Thread(ListenerWork);
}
public void Start()
{
_listenerCancelled = false;
_listenerWorker.Start();
}
public void Stop()
{
_listenerCancelled = true;
_listenerWorker.Join();
}
}
public class ClientObject : MonoBehaviour
{
private NetMqListener _netMqListener;
private void HandleMessage(string message)
{
// TODO
}
private void Start()
{
_netMqListener = new NetMqListener(HandleMessage);
_netMqListener.Start();
}
private void Update()
{
_netMqListener.Update();
}
private void OnDestroy()
{
_netMqListener.Stop();
}
}