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68
Src/Unity/Scripts/SignalR/SignalRClient.cs
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68
Src/Unity/Scripts/SignalR/SignalRClient.cs
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using System;
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using Microsoft.AspNetCore.SignalR.Client;
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using UnityEngine;
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using System.Threading.Tasks;
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using BITKit;
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using Cysharp.Threading.Tasks;
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using Microsoft.Extensions.Logging;
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public class SignalRClient : MonoBehaviour
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{
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[SerializeField] private string url = @"https://yourserver.com/chathub";
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private HubConnection _connection;
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private ILogger<SignalRClient> _logger;
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private StopWatcher _stopWatcher;
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// 用于与 SignalR 服务器进行通信
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private async void Start()
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{
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await UniTask.Delay(300);
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if(destroyCancellationToken.IsCancellationRequested)return;
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_connection = new HubConnectionBuilder()
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.WithUrl(url)
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.Build();
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BITApp.ServiceProvider.QueryComponents(out _logger);
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_connection.On<string, string>("ReceiveMessage", (user, message) =>
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{
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_stopWatcher?.Dispose();
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_logger.LogInformation($"Received from Blazor/Server: {user} - {message}");
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});
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destroyCancellationToken.Register(Dispose);
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await _connection.StartAsync();
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_logger.LogInformation("Unity connected to SignalR server!");
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// 发送消息给 Blazor
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await SendMessageToBlazor("Unity", "Hello from Unity!");
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for (var i = 0; i < 16; i++)
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{
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_stopWatcher = new StopWatcher(_logger, $"SignalR延迟 at {i}");
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await SendMessageToBlazor("Unity", "OK,Let's Count!");
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}
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var id = await _connection.InvokeAsync<string>("GetMessage");
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_logger.LogInformation($"获取用户ID:{id}");
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}
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private async void Dispose()
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{
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await _connection.StopAsync();
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}
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private async Task SendMessageToBlazor(string user, string message)
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{
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await _connection.InvokeAsync("SendMessage", user, message);
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}
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}
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