Comments (2)
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.
Awesome, thanks for your work.
I'll have a look in the next few days and port your fixes into the project :3
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Related Issues (9)
- Is this package working? HOT 2
- System.DLLNotFoundException: NativeNamedPipe on MaxOSX HOT 5
- 32-bits compatibility? HOT 2
- How to use this repo? HOT 1
- Pipes works in Editor, but not in Build HOT 4
- MacOS Support HOT 2
- Just want to say thanks, still not fixed in Unity.
- Please add License information HOT 1
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from unity-named-pipes.