Unity Udexreal开发插件包
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//------------------------------------------------------------------------------
// 此代码版权(除特别声明或在XREF结尾的命名空间的代码)归作者本人若汝棋茗所有
// 源代码使用协议遵循本仓库的开源协议及附加协议,若本仓库没有设置,则按MIT开源协议授权
// CSDN博客:https://blog.csdn.net/qq_40374647
// 哔哩哔哩视频:https://space.bilibili.com/94253567
// Gitee源代码仓库:https://gitee.com/RRQM_Home
// Github源代码仓库:https://github.com/RRQM
// API首页:https://www.yuque.com/rrqm/touchsocket/index
// 交流QQ群:234762506
// 感谢您的下载和使用
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
using System;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace TouchSocket.Sockets
{
/// <summary>
/// 具有发送功能的接口
/// </summary>
public interface ISender : ISenderBase
{
/// <summary>
/// 同步发送数据。
/// <para>内部已经封装Ssl和发送长度检测,即:调用完成即表示数据全部发送完毕。</para>
/// <para>该发送会经过适配器封装,具体封装内容由适配器决定。</para>
/// </summary>
/// <param name="buffer">数据缓存区</param>
/// <param name="offset">偏移量</param>
/// <param name="length">数据长度</param>
/// <exception cref="NotConnectedException">客户端没有连接</exception>
/// <exception cref="OverlengthException">发送数据超长</exception>
/// <exception cref="Exception">其他异常</exception>
void Send(byte[] buffer, int offset, int length);
/// <summary>
/// 异步发送数据。
/// <para>在<see cref="ITcpClient"/>时,如果使用独立线程发送,则不会触发异常。</para>
/// <para>在<see cref="ITcpClientBase"/>时,相当于<see cref="Socket.BeginSend(byte[], int, int, SocketFlags, out SocketError, System.AsyncCallback, object)"/>。</para>
/// <para>该发送会经过适配器封装,具体封装内容由适配器决定。</para>
/// </summary>
/// <param name="buffer">数据缓存区</param>
/// <param name="offset">偏移量</param>
/// <param name="length">数据长度</param>
/// <exception cref="NotConnectedException">客户端没有连接</exception>
/// <exception cref="OverlengthException">发送数据超长</exception>
/// <exception cref="Exception">其他异常</exception>
Task SendAsync(byte[] buffer, int offset, int length);
}
}