I am writing a game in SignalR. The idea is that you connect with your laptop, which will be used as "display" and then you connect with your smart phone and that will be used as "joystick". The entire setup works very well.
Now that it all works, I decided to refactor the code. I realized that the relationship between the joystick and the display is one way (the display never needs to send information back to the joystick). Therefore I decided that I did not need any signalR invokable client functions on the joystick (e.g. there is no use for gameHub.client.joyStickMethod()
in the joystick js.
It was then I discovered something strange
It turns out that hub method public override Task OnConnected()
that I override to deal with the different types of clients (displays and joysticks) is not invoked unless I define a myHub.client.clientSideMethod()
. Here's the example I'm dealing with:
var gameHub = $.connection.gameHub;
gameHub.client.connection();
$("#joystick").joystick({
hub: gameHub
});
gameHub.client.activateJoystick = function () { };
$.connection.hub.qs = "type=joystick&gameId=" + "@Model.Id";
$.connection.hub.start(); //this will invoke on connected
You see that empty client side method? That's the reason why OnConnected
is called on server side. If I remove that line of code, it will not be called.
var gameHub = $.connection.gameHub;
gameHub.client.connection();
$("#joystick").joystick({
hub: gameHub
});
//gameHub.client.activateJoystick = function () { };
$.connection.hub.qs = "type=joystick&gameId=" + "@Model.Id";
$.connection.hub.start(); //this will invoke on connected
This will not work, since there is no client side method on the Hub. I can probably add a RegistrateJoystick
method on the Hub and call that, but I think that the behavior is unexpected. My question is therefore:
Is there a way to manually "connect" to the hub, so that the OnConnect
method will be called?