namedpipeserverstream

NamedPipeServerStream in Mono

好久不见. 提交于 2019-12-24 09:16:10
问题 I am trying to convert C#.Net project into Mono. NamedPipeServerStream & NamedPipeClientStream class are not supporting in Mono and throwing Unhandle exception. Could you please help me anyone? Code: class Program { static string _PipeName = "testPipe"; static void Main(string[] args) { ListenForPipeServer(); } static void ListenForPipeServer() { using (NamedPipeServerStream pipeServer = new NamedPipeServerStream( _PipeName, PipeDirection.InOut, 2, PipeTransmissionMode.Message, PipeOptions

NamedPipeServerStream receive MAX=1024 bytes, why?

廉价感情. 提交于 2019-12-23 16:26:51
问题 I'm using a NamedPipeStream, client and server, I'm sending data from client to server, the data is a serialize object which include binary data. When the server side receive the data, it always have MAX 1024 size while client send much more!! so when try to serialize the data, this cause the following exception: "Unterminated string. Expected delimiter: ". Path 'Data', line 1, position 1024." the server buffer size defined as: protected const int BUFFER_SIZE = 4096*4; var stream = new

named pipe client won't work in unity3d

拜拜、爱过 提交于 2019-12-12 09:51:37
问题 I wrote this C# code to have namedPipeServer and NamedPipeClient, with Asynchronous read and write settings, connect to each other. Both code runs perfectly on visual studio 2010 that I am using with read and write working well without any application freeze during runtime. But I want the client side running in unity3d. The problem I encounter is in client side code implemented in Unity3D. When I use Write_to_Server_Async(string message), read in the server side is not invoked and is only

named pipe client won't work in unity3d

本小妞迷上赌 提交于 2019-12-06 00:27:14
I wrote this C# code to have namedPipeServer and NamedPipeClient, with Asynchronous read and write settings, connect to each other. Both code runs perfectly on visual studio 2010 that I am using with read and write working well without any application freeze during runtime. But I want the client side running in unity3d. The problem I encounter is in client side code implemented in Unity3D. When I use Write_to_Server_Async(string message), read in the server side is not invoked and is only invoked when I quit Unity3d (I have end its process typically). I can tell something wrong with Unity3D,