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Support for Server-Sent Events / EventSource Protocol #80
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Hi @shaoyuancc, |
Hi sorry for the late reply! yes in the end we just used the SDK because we are looking for real time updates :) thanks for your help! |
Hi, realize this is a very old topic but I came across it and found the library does already have everything needed to handle Server Sent Events if anyone else comes across this issue: https://gist.github.com/SelaliAdobor/733202cc5b4631f55e116a1d3011d94c
The current implementation is based on fairly small message sizes so there's room for optimization (by finding the index of newline characters and using Array.Copy to copy the full message instead of going character by character) but it wouldn't be a bottleneck for anything but extremely long messages (multiple MBs of text per message) |
Wow this is awesome! Thanks for sharing mate! ❤️ |
gist.github.com/SelaliAdobor/733202cc5b4631f55e116a1d3011d94c is down. Does anyone have a solution ? I found this : https://gist.github.com/XEonAX/9de1c697e7c114732556ff3a6927285f |
Bump! Does anyone found a solution for SSE handling in Unity? I'm trying to implement a C# SDK for PocketBase and one part is realtime subscriptions through SSE events. |
Hi, I was wondering if this library has support for Server-Sent Events / EventSource Protocol https://www.w3.org/TR/eventsource/
I am trying to use this library to listen to changes in a Firebase Realtime Database using the Streaming functionality described here https://firebase.google.com/docs/reference/rest/database/#section-streaming
But i have had no success, i was just wondering if this library is able to do this, and if someone might be able to point be to some examples
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