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PlumberUltimateAds/Assets/PlayFabSDK/Shared/Internal/PlayFabHttp/PlayFabWebRequest.cs

545 lines
23 KiB
C#

1 month ago
#if !UNITY_WSA && !UNITY_WP8
using System;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Threading;
using PlayFab.SharedModels;
#if !DISABLE_PLAYFABCLIENT_API
using PlayFab.ClientModels;
#endif
namespace PlayFab.Internal
{
public class PlayFabWebRequest : ITransportPlugin
{
/// <summary>
/// Disable encryption certificate validation within PlayFabWebRequest using this request.
/// This is not generally recommended.
/// As of early 2018:
/// None of the built-in Unity mechanisms validate the certificate, using .Net 3.5 equivalent runtime
/// It is also not currently feasible to provide a single cross platform solution that will correctly validate a certificate.
/// The Risk:
/// All Unity HTTPS mechanisms are vulnerable to Man-In-The-Middle attacks.
/// The only more-secure option is to define a custom CustomCertValidationHook, specifically tailored to the platforms you support,
/// which validate the cert based on a list of trusted certificate providers. This list of providers must be able to update itself, as the
/// base certificates for those providers will also expire and need updating on a regular basis.
/// </summary>
public static void SkipCertificateValidation()
{
var rcvc = new System.Net.Security.RemoteCertificateValidationCallback(AcceptAllCertifications); //(sender, cert, chain, ssl) => true
ServicePointManager.ServerCertificateValidationCallback = rcvc;
certValidationSet = true;
}
/// <summary>
/// Provide PlayFabWebRequest with a custom ServerCertificateValidationCallback which can be used to validate the PlayFab encryption certificate.
/// Please do not:
/// - Hard code the current PlayFab certificate information - The PlayFab certificate updates itself on a regular schedule, and your game will fail and require a republish to fix
/// - Hard code a list of static certificate authorities - Any single exported list of certificate authorities will become out of date, and have the same problem when the CA cert expires
/// Real solution:
/// - A mechanism where a valid certificate authority list can be securely downloaded and updated without republishing the client when existing certificates expire.
/// </summary>
public static System.Net.Security.RemoteCertificateValidationCallback CustomCertValidationHook
{
set
{
ServicePointManager.ServerCertificateValidationCallback = value;
certValidationSet = true;
}
}
private static readonly Queue<Action> ResultQueueTransferThread = new Queue<Action>();
private static readonly Queue<Action> ResultQueueMainThread = new Queue<Action>();
private static readonly List<CallRequestContainer> ActiveRequests = new List<CallRequestContainer>();
private static bool certValidationSet = false;
private static Thread _requestQueueThread;
private static readonly object _ThreadLock = new object();
private static readonly TimeSpan ThreadKillTimeout = TimeSpan.FromSeconds(60);
private static DateTime _threadKillTime = DateTime.UtcNow + ThreadKillTimeout; // Kill the thread after 1 minute of inactivity
private static bool _isApplicationPlaying;
private static int _activeCallCount;
private static string _unityVersion;
private bool _isInitialized = false;
public bool IsInitialized { get { return _isInitialized; } }
public void Initialize()
{
SetupCertificates();
_isApplicationPlaying = true;
_unityVersion = Application.unityVersion;
_isInitialized = true;
}
public void OnDestroy()
{
_isApplicationPlaying = false;
lock (ResultQueueTransferThread)
{
ResultQueueTransferThread.Clear();
}
lock (ActiveRequests)
{
ActiveRequests.Clear();
}
lock (_ThreadLock)
{
_requestQueueThread = null;
}
}
private void SetupCertificates()
{
// These are performance Optimizations for HttpWebRequests.
ServicePointManager.DefaultConnectionLimit = 10;
ServicePointManager.Expect100Continue = false;
if (!certValidationSet)
{
Debug.LogWarning("PlayFab API calls will likely fail because you have not set up a HttpWebRequest certificate validation mechanism");
Debug.LogWarning("Please set a validation callback into PlayFab.Internal.PlayFabWebRequest.CustomCertValidationHook, or set PlayFab.Internal.PlayFabWebRequest.SkipCertificateValidation()");
}
}
/// <summary>
/// This disables certificate validation, if it's been activated by a customer via SkipCertificateValidation()
/// </summary>
private static bool AcceptAllCertifications(object sender, System.Security.Cryptography.X509Certificates.X509Certificate certificate, System.Security.Cryptography.X509Certificates.X509Chain chain, System.Net.Security.SslPolicyErrors sslPolicyErrors)
{
return true;
}
public void SimpleGetCall(string fullUrl, Action<byte[]> successCallback, Action<string> errorCallback)
{
// This needs to be improved to use a decent thread-pool, but it can be improved invisibly later
var newThread = new Thread(() => SimpleHttpsWorker("GET", fullUrl, null, successCallback, errorCallback));
newThread.Start();
}
public void SimplePutCall(string fullUrl, byte[] payload, Action<byte[]> successCallback, Action<string> errorCallback)
{
// This needs to be improved to use a decent thread-pool, but it can be improved invisibly later
var newThread = new Thread(() => SimpleHttpsWorker("PUT", fullUrl, payload, successCallback, errorCallback));
newThread.Start();
}
public void SimplePostCall(string fullUrl, byte[] payload, Action<byte[]> successCallback, Action<string> errorCallback)
{
// This needs to be improved to use a decent thread-pool, but it can be improved invisibly later
var newThread = new Thread(() => SimpleHttpsWorker("POST", fullUrl, payload, successCallback, errorCallback));
newThread.Start();
}
private void SimpleHttpsWorker(string httpMethod, string fullUrl, byte[] payload, Action<byte[]> successCallback, Action<string> errorCallback)
{
// This should also use a pooled HttpWebRequest object, but that too can be improved invisibly later
var httpRequest = (HttpWebRequest)WebRequest.Create(fullUrl);
httpRequest.UserAgent = "UnityEngine-Unity; Version: " + _unityVersion;
httpRequest.Method = httpMethod;
httpRequest.KeepAlive = PlayFabSettings.RequestKeepAlive;
httpRequest.Timeout = PlayFabSettings.RequestTimeout;
httpRequest.AllowWriteStreamBuffering = false;
httpRequest.ReadWriteTimeout = PlayFabSettings.RequestTimeout;
if (payload != null)
{
httpRequest.ContentLength = payload.LongLength;
using (var stream = httpRequest.GetRequestStream())
{
stream.Write(payload, 0, payload.Length);
}
}
try
{
var response = httpRequest.GetResponse();
byte[] output = null;
using (var responseStream = response.GetResponseStream())
{
if (responseStream != null)
{
output = new byte[response.ContentLength];
responseStream.Read(output, 0, output.Length);
}
}
successCallback(output);
}
catch (WebException webException)
{
try
{
using (var responseStream = webException.Response.GetResponseStream())
{
if (responseStream != null)
using (var stream = new StreamReader(responseStream))
errorCallback(stream.ReadToEnd());
}
}
catch (Exception e)
{
Debug.LogException(e);
}
}
catch (Exception e)
{
Debug.LogException(e);
}
}
public void MakeApiCall(object reqContainerObj)
{
CallRequestContainer reqContainer = (CallRequestContainer)reqContainerObj;
reqContainer.HttpState = HttpRequestState.Idle;
lock (ActiveRequests)
{
ActiveRequests.Insert(0, reqContainer);
}
ActivateThreadWorker();
}
private static void ActivateThreadWorker()
{
lock (_ThreadLock)
{
if (_requestQueueThread != null)
{
return;
}
_requestQueueThread = new Thread(WorkerThreadMainLoop);
_requestQueueThread.Start();
}
}
private static void WorkerThreadMainLoop()
{
try
{
bool active;
lock (_ThreadLock)
{
// Kill the thread after 1 minute of inactivity
_threadKillTime = DateTime.UtcNow + ThreadKillTimeout;
}
List<CallRequestContainer> localActiveRequests = new List<CallRequestContainer>();
do
{
//process active requests
lock (ActiveRequests)
{
localActiveRequests.AddRange(ActiveRequests);
ActiveRequests.Clear();
_activeCallCount = localActiveRequests.Count;
}
var activeCalls = localActiveRequests.Count;
for (var i = activeCalls - 1; i >= 0; i--) // We must iterate backwards, because we remove at index i in some cases
{
switch (localActiveRequests[i].HttpState)
{
case HttpRequestState.Error:
localActiveRequests.RemoveAt(i); break;
case HttpRequestState.Idle:
Post(localActiveRequests[i]); break;
case HttpRequestState.Sent:
if (!localActiveRequests[i].CalledGetResponse) { // Else we'll GetResponse try again next tick
localActiveRequests[i].HttpRequest.GetResponseAsync();
localActiveRequests[i].CalledGetResponse = true;
}
else if (localActiveRequests[i].HttpRequest.HaveResponse)
ProcessHttpResponse(localActiveRequests[i]);
break;
case HttpRequestState.Received:
ProcessJsonResponse(localActiveRequests[i]);
localActiveRequests.RemoveAt(i);
break;
}
}
#region Expire Thread.
// Check if we've been inactive
lock (_ThreadLock)
{
var now = DateTime.UtcNow;
if (activeCalls > 0 && _isApplicationPlaying)
{
// Still active, reset the _threadKillTime
_threadKillTime = now + ThreadKillTimeout;
}
// Kill the thread after 1 minute of inactivity
active = now <= _threadKillTime;
if (!active)
{
_requestQueueThread = null;
}
// This thread will be stopped, so null this now, inside lock (_threadLock)
}
#endregion
Thread.Sleep(1);
} while (active);
}
catch (Exception e)
{
Debug.LogException(e);
_requestQueueThread = null;
}
}
private static void Post(CallRequestContainer reqContainer)
{
try
{
reqContainer.HttpRequest = (HttpWebRequest)WebRequest.Create(reqContainer.FullUrl);
reqContainer.HttpRequest.UserAgent = "UnityEngine-Unity; Version: " + _unityVersion;
reqContainer.HttpRequest.SendChunked = false;
// Prevents hitting a proxy if no proxy is available. TODO: Add support for proxy's.
reqContainer.HttpRequest.Proxy = null;
foreach (var pair in reqContainer.RequestHeaders)
reqContainer.HttpRequest.Headers.Add(pair.Key, pair.Value);
reqContainer.HttpRequest.ContentType = "application/json";
reqContainer.HttpRequest.Method = "POST";
reqContainer.HttpRequest.KeepAlive = PlayFabSettings.RequestKeepAlive;
reqContainer.HttpRequest.Timeout = PlayFabSettings.RequestTimeout;
reqContainer.HttpRequest.AllowWriteStreamBuffering = false;
reqContainer.HttpRequest.Proxy = null;
reqContainer.HttpRequest.ContentLength = reqContainer.Payload.LongLength;
reqContainer.HttpRequest.ReadWriteTimeout = PlayFabSettings.RequestTimeout;
//Debug.Log("Get Stream");
// Get Request Stream and send data in the body.
using (var stream = reqContainer.HttpRequest.GetRequestStream())
{
//Debug.Log("Post Stream");
stream.Write(reqContainer.Payload, 0, reqContainer.Payload.Length);
//Debug.Log("After Post stream");
}
reqContainer.HttpState = HttpRequestState.Sent;
}
catch (WebException e)
{
reqContainer.JsonResponse = ResponseToString(e.Response) ?? e.Status + ": WebException making http request to: " + reqContainer.FullUrl;
var enhancedError = new WebException(reqContainer.JsonResponse, e);
Debug.LogException(enhancedError);
QueueRequestError(reqContainer);
}
catch (Exception e)
{
reqContainer.JsonResponse = "Unhandled exception in Post : " + reqContainer.FullUrl;
var enhancedError = new Exception(reqContainer.JsonResponse, e);
Debug.LogException(enhancedError);
QueueRequestError(reqContainer);
}
}
private static void ProcessHttpResponse(CallRequestContainer reqContainer)
{
try
{
#if PLAYFAB_REQUEST_TIMING
reqContainer.Timing.WorkerRequestMs = (int)reqContainer.Stopwatch.ElapsedMilliseconds;
#endif
// Get and check the response
var httpResponse = (HttpWebResponse)reqContainer.HttpRequest.GetResponse();
if (httpResponse.StatusCode == HttpStatusCode.OK)
{
reqContainer.JsonResponse = ResponseToString(httpResponse);
}
if (httpResponse.StatusCode != HttpStatusCode.OK || string.IsNullOrEmpty(reqContainer.JsonResponse))
{
reqContainer.JsonResponse = reqContainer.JsonResponse ?? "No response from server";
QueueRequestError(reqContainer);
return;
}
else
{
// Response Recieved Successfully, now process.
}
reqContainer.HttpState = HttpRequestState.Received;
}
catch (Exception e)
{
var msg = "Unhandled exception in ProcessHttpResponse : " + reqContainer.FullUrl;
reqContainer.JsonResponse = reqContainer.JsonResponse ?? msg;
var enhancedError = new Exception(msg, e);
Debug.LogException(enhancedError);
QueueRequestError(reqContainer);
}
}
/// <summary>
/// Set the reqContainer into an error state, and queue it to invoke the ErrorCallback for that request
/// </summary>
private static void QueueRequestError(CallRequestContainer reqContainer)
{
reqContainer.Error = PlayFabHttp.GeneratePlayFabError(reqContainer.ApiEndpoint, reqContainer.JsonResponse, reqContainer.CustomData); // Decode the server-json error
reqContainer.HttpState = HttpRequestState.Error;
lock (ResultQueueTransferThread)
{
//Queue The result callbacks to run on the main thread.
ResultQueueTransferThread.Enqueue(() =>
{
PlayFabHttp.SendErrorEvent(reqContainer.ApiRequest, reqContainer.Error);
if (reqContainer.ErrorCallback != null)
reqContainer.ErrorCallback(reqContainer.Error);
});
}
}
private static void ProcessJsonResponse(CallRequestContainer reqContainer)
{
try
{
var serializer = PluginManager.GetPlugin<ISerializerPlugin>(PluginContract.PlayFab_Serializer);
var httpResult = serializer.DeserializeObject<HttpResponseObject>(reqContainer.JsonResponse);
#if PLAYFAB_REQUEST_TIMING
reqContainer.Timing.WorkerRequestMs = (int)reqContainer.Stopwatch.ElapsedMilliseconds;
#endif
//This would happen if playfab returned a 500 internal server error or a bad json response.
if (httpResult == null || httpResult.code != 200)
{
QueueRequestError(reqContainer);
return;
}
reqContainer.JsonResponse = serializer.SerializeObject(httpResult.data);
reqContainer.DeserializeResultJson(); // Assigns Result with a properly typed object
reqContainer.ApiResult.Request = reqContainer.ApiRequest;
reqContainer.ApiResult.CustomData = reqContainer.CustomData;
if(_isApplicationPlaying)
{
PlayFabHttp.instance.OnPlayFabApiResult(reqContainer);
}
#if !DISABLE_PLAYFABCLIENT_API
lock (ResultQueueTransferThread)
{
ResultQueueTransferThread.Enqueue(() => { PlayFabDeviceUtil.OnPlayFabLogin(reqContainer.ApiResult, reqContainer.settings, reqContainer.instanceApi); });
}
#endif
lock (ResultQueueTransferThread)
{
//Queue The result callbacks to run on the main thread.
ResultQueueTransferThread.Enqueue(() =>
{
#if PLAYFAB_REQUEST_TIMING
reqContainer.Stopwatch.Stop();
reqContainer.Timing.MainThreadRequestMs = (int)reqContainer.Stopwatch.ElapsedMilliseconds;
PlayFabHttp.SendRequestTiming(reqContainer.Timing);
#endif
try
{
PlayFabHttp.SendEvent(reqContainer.ApiEndpoint, reqContainer.ApiRequest, reqContainer.ApiResult, ApiProcessingEventType.Post);
reqContainer.InvokeSuccessCallback();
}
catch (Exception e)
{
Debug.LogException(e); // Log the user's callback exception back to them without halting PlayFabHttp
}
});
}
}
catch (Exception e)
{
var msg = "Unhandled exception in ProcessJsonResponse : " + reqContainer.FullUrl;
reqContainer.JsonResponse = reqContainer.JsonResponse ?? msg;
var enhancedError = new Exception(msg, e);
Debug.LogException(enhancedError);
QueueRequestError(reqContainer);
}
}
public void Update()
{
lock (ResultQueueTransferThread)
{
while (ResultQueueTransferThread.Count > 0)
{
var actionToQueue = ResultQueueTransferThread.Dequeue();
ResultQueueMainThread.Enqueue(actionToQueue);
}
}
while (ResultQueueMainThread.Count > 0)
{
var finishedRequest = ResultQueueMainThread.Dequeue();
finishedRequest();
}
}
private static string ResponseToString(WebResponse webResponse)
{
if (webResponse == null)
return null;
try
{
using (var responseStream = webResponse.GetResponseStream())
{
if (responseStream == null)
return null;
using (var stream = new StreamReader(responseStream))
{
return stream.ReadToEnd();
}
}
}
catch (WebException webException)
{
try
{
using (var responseStream = webException.Response.GetResponseStream())
{
if (responseStream == null)
return null;
using (var stream = new StreamReader(responseStream))
{
return stream.ReadToEnd();
}
}
}
catch (Exception e)
{
Debug.LogException(e);
return null;
}
}
catch (Exception e)
{
Debug.LogException(e);
return null;
}
}
public int GetPendingMessages()
{
var count = 0;
lock (ActiveRequests)
count += ActiveRequests.Count + _activeCallCount;
lock (ResultQueueTransferThread)
count += ResultQueueTransferThread.Count;
return count;
}
}
}
#endif