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Comments (2)

KrunoSaho avatar KrunoSaho commented on May 13, 2024

I have a walk around:

AsyncIO.ForceDotNet.Force();

and

        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);
            NetMQConfig.Cleanup(false);
        }

are the solution.

Working example:

using Godot;
using NetMQ;
using NetMQ.Sockets;


namespace RPG
{
    public class Main : Node2D
    {
        private ResponseSocket _server = null!;
        private RequestSocket _client = null!;

        public override void _Ready()
        {
            AsyncIO.ForceDotNet.Force();

            _server = new ResponseSocket("@tcp://localhost:5556");
            _client = new RequestSocket(">tcp://localhost:5556");

            _client.SendFrame("assss");
            GD.Print(_server.ReceiveFrameString());
        }

        public override void _Process(float delta)
        {
        }

        public override void _Input(InputEvent @event)
        {
            if (@event.IsActionPressed("quit"))
            {
                GetTree().Quit();
            }
        }


        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);
            NetMQConfig.Cleanup(false);
        }
    }
}

from asyncio.

timothyparez avatar timothyparez commented on May 13, 2024

I will try this, thank you @KrunoSaho

from asyncio.

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