SuperSocket
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SuperSocket is a light weight, cross platform and extensible socket server application framework.
客户端数量太多了,都放在一个日志文件里不好查,我想根据客户端id分别进行存放
客户端数量太多了,都放在一个日志文件里不好查,我想根据客户端id分别进行存放
在.net 7.0中服务器正常启动  ``` Task.Run(async () => { var serverCfg = SuperSocketHostBuilder.Create(); //var host = SuperSocketHostBuilder.Create (args) serverCfg.UsePackageHandler(async (s, p) => { DebugManager.LogInfo($"server : Get data, length: {p.Text.Length}"); //处理接收到的数据 //DebugManager.LogInfo(p.Text);...
supersocket 2.0.0 unity3d 2022.3.13f1 I am currently building a server using SuperSocket and creating a game project in Unity3d to implement a feature that connects and exchanges packets. When I...
unity? 安卓? ios? mac? linux? ps4? xbox?
SuperSocket.Channel => SuperSocket.Connection ***Channel => ***Connection PipeChannel => PipeConnection SuperSocket.Server.Abstractions => new project SuperSocket.SessionContainer => Removed SuperSocket.GZip => Removed
事件 Connected Error Closed DataReceived 都没有事件触发
测试代码: [ConsoleApp1.zip](https://github.com/kerryjiang/SuperSocket/files/14846070/ConsoleApp1.zip)
你好: 使用supersocker,自定义command。注入了一个类,但是没办法resloved。这个注入的类,在controller层可以正确的获取到。  在controller层可以正确获取到,如下图  奇怪的问题是,之前是可以成功reslove。后面突然就不行了
在1.6版本中自带了封包拆包处理,怎么到了2.0反而取消没有了?