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mdsitton avatar mdsitton commented on May 24, 2024 1

I have a fork over here which fixes this issue but it's not exactly setup as something to merge back into this repo(i'm trying to get a game update out on a tight time window so i just was focusing on making it work) as i changed quite a few things with the native layer to fix issues i was having when building the library(for whatever reason i was getting segmentation faults when trying to call close on the file descriptor until i renamed all of the functions so that the Close() in this code was differently named from the platform one. So i ended up renaming all functions to be PascalCase for consistency):
https://github.com/mdsitton/unity-named-pipes

Additionally i've added an implementation for windows/unix to check if a socket/named pipe exists before we open it to reduce the number of sockets being used overall if we don't need to open a socket.

This also contains my example C++ application as linked above.

from unity-named-pipes.

Lachee avatar Lachee commented on May 24, 2024

Awesome, thanks for your work.

I'll have a look in the next few days and port your fixes into the project :3

from unity-named-pipes.

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