private void ReadAsync()
{
try
{
while (true)
{
if (!netStream.CanRead)
break;
if (netStream.DataAvailable)
{
do
{
readBuffer = ReadBuffer(netStream);
if (readBuffer.Size > 0)
StreamReceived(server, readBuffer);
} while (backBuffer.Size > 0);
}
Thread.Sleep(ThreadSpeed);
}
}
catch (Exception e)
{
UnityEngine.Debug.LogException(e);
Disconnect();
}
}
#endif