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Author Topic: Downloading image data from server to client  (Read 16391 times)

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Offline peterp

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Downloading image data from server to client
« on: March 07, 2016, 16:33:18 »
Syntax is Unity3d C#, networking is UNET.
This is useful for uploading and downloading images, for example custom clan banners etc.

Server side
Code: [Select]
const short DOWNLOAD_FILE = 1337;
void SendImageToClient(string path,int size, int connID)
{
    if (File.Exists(path))
     {
         byte[] fileData = File.ReadAllBytes(path);
         Texture2D tex = new Texture2D(size, size);
         tex.LoadImage(fileData);

          FileMessage fmsg = new FileMessage();
          fmsg.name = path;
          fmsg.size = size;
          fmsg.data = tex.EncodeToPNG();

         NetworkServer.SendToClient(connID, DOWNLOAD_FILE, fmsg);

     }
   
}
public class FileMessage : MessageBase
{
    public string name;
    public byte[] data;
    public int size;
}



[b]Client side[/b]



Code: [Select]
const short DOWNLOAD_FILE = 1337;
void Start()
{
    myClient.RegisterHandler(DOWNLOAD_FILE, OnDownloadFile);
}

void OnDownloadFile(NetworkMessage msg)
{

        FileMessage wmsg = msg.ReadMessage<FileMessage>();

        Texture2D tex = new Texture2D(wmsg.size, wmsg.size);
        tex.LoadImage(wmsg.data);
        //Do something with the downloaded image
}


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Offline Fraudulent

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Re: Downloading image data from server to client
« Reply #1 on: March 07, 2016, 16:44:56 »
This probably means something to you @Vreg
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Offline Nas

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Re: Downloading image data from server to client
« Reply #2 on: March 07, 2016, 17:33:22 »
*using my first year knowledge of coding* Uhmm Yeaa yea not bad
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Offline Boruto050202

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Re: Downloading image data from server to client
« Reply #3 on: March 07, 2016, 20:27:08 »
My brain hurts ERMAGERD
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