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252 lines
8.1 KiB
C#

2 weeks ago
#if UNITY_WEBGL || WEBSOCKET || WEBSOCKET_PROXYCONFIG
// --------------------------------------------------------------------------------------------------------------------
// <summary>
// Provided originally by Unity to cover WebSocket support in WebGL and the Editor. Modified by Exit Games GmbH.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
namespace ExitGames.Client.Photon
{
using System;
using System.Text;
using ExitGames.Client.Photon;
#if UNITY_WEBGL && !UNITY_EDITOR
using System.Runtime.InteropServices;
#else
using WebSocketSharp;
using System.Collections.Generic;
using System.Security.Authentication;
#endif
public class WebSocket
{
private Uri mUrl;
private string mProxyAddress;
/// <summary>Photon uses this to agree on a serialization protocol. Either: GpBinaryV16 or GpBinaryV18. Based on enum SerializationProtocol.</summary>
private string protocols = "GpBinaryV16";
public Action<DebugLevel, string> DebugReturn { get; set; }
public WebSocket(Uri url, string proxyAddress, string protocols = null)
{
this.mUrl = url;
this.mProxyAddress = proxyAddress;
if (protocols != null)
{
this.protocols = protocols;
}
string protocol = mUrl.Scheme;
if (!protocol.Equals("ws") && !protocol.Equals("wss"))
{
throw new ArgumentException("Unsupported protocol: " + protocol);
}
}
public string ProxyAddress
{
get { return mProxyAddress; }
}
public void SendString(string str)
{
Send(Encoding.UTF8.GetBytes(str));
}
public string RecvString()
{
byte[] retval = Recv();
if (retval == null)
return null;
return Encoding.UTF8.GetString(retval);
}
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal")]
private static extern int SocketCreate (string url, string protocols);
[DllImport("__Internal")]
private static extern int SocketState (int socketInstance);
[DllImport("__Internal")]
private static extern void SocketSend (int socketInstance, byte[] ptr, int length);
[DllImport("__Internal")]
private static extern void SocketRecv (int socketInstance, byte[] ptr, int length);
[DllImport("__Internal")]
private static extern int SocketRecvLength (int socketInstance);
[DllImport("__Internal")]
private static extern void SocketClose (int socketInstance);
[DllImport("__Internal")]
private static extern int SocketError (int socketInstance, byte[] ptr, int length);
int m_NativeRef = 0;
public void Send(byte[] buffer)
{
SocketSend (m_NativeRef, buffer, buffer.Length);
}
public byte[] Recv()
{
int length = SocketRecvLength (m_NativeRef);
if (length == 0)
return null;
byte[] buffer = new byte[length];
SocketRecv (m_NativeRef, buffer, length);
return buffer;
}
public void Connect()
{
m_NativeRef = SocketCreate (mUrl.ToString(), this.protocols);
//while (SocketState(m_NativeRef) == 0)
// yield return 0;
}
public void Close()
{
SocketClose(m_NativeRef);
}
public bool Connected
{
get { return SocketState(m_NativeRef) != 0; }
}
public string Error
{
get {
const int bufsize = 1024;
byte[] buffer = new byte[bufsize];
int result = SocketError (m_NativeRef, buffer, bufsize);
if (result == 0)
return null;
return Encoding.UTF8.GetString (buffer);
}
}
#else
WebSocketSharp.WebSocket m_Socket;
Queue<byte[]> m_Messages = new Queue<byte[]>();
bool m_IsConnected = false;
string m_Error = null;
public void Connect()
{
m_Socket = new WebSocketSharp.WebSocket(mUrl.ToString(), new string[] {this.protocols});
m_Socket.Log.Output = (ld, f) =>
{
var s = string.Format("WebSocketSharp: {0}", ld.Message);
switch (ld.Level)
{
case WebSocketSharp.LogLevel.Trace:
case WebSocketSharp.LogLevel.Debug:
DebugReturn(DebugLevel.ALL, s);
break;
case WebSocketSharp.LogLevel.Info:
DebugReturn(DebugLevel.INFO, s);
break;
case WebSocketSharp.LogLevel.Warn:
DebugReturn(DebugLevel.WARNING, s);
break;
case WebSocketSharp.LogLevel.Error:
case WebSocketSharp.LogLevel.Fatal:
DebugReturn(DebugLevel.ERROR, s);
break;
}
};
string user = null;
string pass = null;
if (!String.IsNullOrEmpty(mProxyAddress))
{
var authDelim = mProxyAddress.IndexOf("@");
if (authDelim != -1)
{
user = mProxyAddress.Substring(0, authDelim);
mProxyAddress = mProxyAddress.Substring(authDelim + 1);
var passDelim = user.IndexOf(":");
if (passDelim != -1)
{
pass = user.Substring(passDelim + 1);
user = user.Substring(0, passDelim);
}
}
// throws an exception, if scheme not specified
m_Socket.SetProxy("http://" + mProxyAddress, user, pass);
}
if (m_Socket.IsSecure)
{
m_Socket.SslConfiguration.EnabledSslProtocols = m_Socket.SslConfiguration.EnabledSslProtocols | (SslProtocols)(3072 | 768);
}
m_Socket.OnMessage += (sender, e) => { m_Messages.Enqueue(e.RawData); };
m_Socket.OnOpen += (sender, e) => { m_IsConnected = true; };
m_Socket.OnError += (sender, e) => { m_Error = e.Message + (e.Exception == null ? "" : " / " + e.Exception); };
this.m_Socket.OnClose += SocketOnClose;
m_Socket.ConnectAsync();
}
private void SocketOnClose(object sender, CloseEventArgs e)
{
//UnityEngine.Debug.Log(e.Code.ToString());
// this code is used for cases when the socket failed to get created (specifically used to detect "blocked by Windows firewall")
// for some reason this situation is not calling OnError
if (e.Code == 1006)
{
this.m_Error = e.Reason;
this.m_IsConnected = false;
}
}
public bool Connected
{
get { return m_IsConnected; }
}
public void Send(byte[] buffer)
{
m_Socket.Send(buffer);
}
public byte[] Recv()
{
if (m_Messages.Count == 0)
return null;
return m_Messages.Dequeue();
}
public void Close()
{
m_Socket.Close();
}
public string Error
{
get { return m_Error; }
}
#endif
}
}
#endif