my goal is to get a message from an other client over a server and work on with that message. Server and other client are in visual basic and if i try to communicate between two vb clients everything is fine, but i need the client in c# for my Unityproject. My Problem is that there are still empty Messages at the Console, so i think the if() doesn't work correct. Here is the relevant part of the Code:
try
{
do
{
serverMsg = "";
try
{
theStream = mySocket.GetStream();
Byte[] inStream = new Byte[mySocket.SendBufferSize];
theStream.Read(inStream, 0, inStream.Length);
serverMsg += Encoding.ASCII.GetString(inStream);
serverMsg.Trim();
//if ((serverMsg == null || serverMsg == ""))
if (String.IsNullOrEmpty(serverMsg) ||serverMsg.Trim().Length == 0)
{
// do nothing
}
else
{
Debug.Log("[SERVER] -> " + serverMsg);
}
}
catch (Exception e)
{
Debug.Log("[Fehler]" + e);
}
} while (socketReady == true); // repeat as long as connection to the server is ready
}
catch (Exception e)
{
Debug.Log("[Fehler]" + e);
}
My Question seems to be similar to this one C# After string is sent via Networkstream, it can be read but doesn't work with “if” but i can't figure out how i could solve my Problem with String.Compare. Do you may have any hints or advice for me?
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