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c# – The Proxy choice for WebSocketClient is just not working in Unity (Android or IOS)


I am attempting to make use of ClientWebSocket in Unity with a proxy like this:

var supply = new CancellationTokenSource();
var token = supply.Token;

var socket = new ClientWebSocket();
socket.Choices.Proxy = new WebProxy(proxyUrl, false);
                
await socket.ConnectAsync(uri, token);

But it surely’s giving me a ‘Unable to connect with the distant server’ error. Any concepts on what is perhaps going unsuitable?

I additionally tried to implement IWebProxy like this:

public class WebSocketProxy : IWebProxy
{
    non-public ICredentials iCredentials;
    non-public Uri webProxyUri;

    public WebSocketProxy(Uri proxyUri)
    {
        webProxyUri = proxyUri;
    }

    public ICredentials Credentials
    {
        get
        {
            return iCredentials;
        }
        set
        {
            if (iCredentials != worth)
            {
                iCredentials = worth;
            }
        }
    }

    public Uri? GetProxy(Uri destUri)
    {
        // At all times use the identical proxy.
        Debug.Log("GetProxy referred to as");
        return webProxyUri;
    }

    public bool IsBypassed(Uri hostUri)
    {
        // By no means bypass the proxy.
        Debug.Log("IsBypassed referred to as");
        return false;
    }
}

Nevertheless, primarily based on the logs, it seems that the GetProxy and IsBypassed strategies are by no means being referred to as.

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