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- #if !BESTHTTP_DISABLE_WEBSOCKET
- using System;
- using System.Text;
- using BestHTTP.Extensions;
- using BestHTTP.Connections;
- using BestHTTP.Logger;
- using BestHTTP.PlatformSupport.Memory;
- #if !UNITY_WEBGL || UNITY_EDITOR
- using BestHTTP.WebSocket.Frames;
- using BestHTTP.WebSocket.Extensions;
- #endif
- namespace BestHTTP.WebSocket
- {
- public sealed class WebSocket
- {
- /// <summary>
- /// Maximum payload size of a websocket frame. Its default value is 32 KiB.
- /// </summary>
- public static uint MaxFragmentSize = UInt16.MaxValue / 2;
- public WebSocketStates State { get { return this.implementation.State; } }
- /// <summary>
- /// The connection to the WebSocket server is open.
- /// </summary>
- public bool IsOpen { get { return this.implementation.IsOpen; } }
- /// <summary>
- /// Data waiting to be written to the wire.
- /// </summary>
- public int BufferedAmount { get { return this.implementation.BufferedAmount; } }
- #if !UNITY_WEBGL || UNITY_EDITOR
- /// <summary>
- /// Set to true to start a new thread to send Pings to the WebSocket server
- /// </summary>
- public bool StartPingThread { get; set; }
- /// <summary>
- /// The delay between two Pings in milliseconds. Minimum value is 100, default is 1000.
- /// </summary>
- public int PingFrequency { get; set; }
- /// <summary>
- /// If StartPingThread set to true, the plugin will close the connection and emit an OnError event if no
- /// message is received from the server in the given time. Its default value is 2 sec.
- /// </summary>
- public TimeSpan CloseAfterNoMessage { get; set; }
- /// <summary>
- /// The internal HTTPRequest object.
- /// </summary>
- public HTTPRequest InternalRequest { get { return this.implementation.InternalRequest; } }
- /// <summary>
- /// IExtension implementations the plugin will negotiate with the server to use.
- /// </summary>
- public IExtension[] Extensions { get; private set; }
- /// <summary>
- /// Latency calculated from the ping-pong message round-trip times.
- /// </summary>
- public int Latency { get { return this.implementation.Latency; } }
- /// <summary>
- /// When we received the last message from the server.
- /// </summary>
- public DateTime LastMessageReceived { get { return this.implementation.LastMessageReceived; } }
- /// <summary>
- /// When the Websocket Over HTTP/2 implementation fails to connect and EnableImplementationFallback is true, the plugin tries to fall back to the HTTP/1 implementation.
- /// When this happens a new InternalRequest is created and all previous custom modifications (like added headers) are lost. With OnInternalRequestCreated these modifications can be reapplied.
- /// </summary>
- public Action<WebSocket, HTTPRequest> OnInternalRequestCreated;
- #endif
- /// <summary>
- /// Called when the connection to the WebSocket server is established.
- /// </summary>
- public OnWebSocketOpenDelegate OnOpen;
- /// <summary>
- /// Called when a new textual message is received from the server.
- /// </summary>
- public OnWebSocketMessageDelegate OnMessage;
- /// <summary>
- /// Called when a new binary message is received from the server.
- /// </summary>
- public OnWebSocketBinaryDelegate OnBinary;
- /// <summary>
- /// Called when the WebSocket connection is closed.
- /// </summary>
- public OnWebSocketClosedDelegate OnClosed;
- /// <summary>
- /// Called when an error is encountered. The parameter will be the description of the error.
- /// </summary>
- public OnWebSocketErrorDelegate OnError;
- #if !UNITY_WEBGL || UNITY_EDITOR
- /// <summary>
- /// Called when an incomplete frame received. No attempt will be made to reassemble these fragments internally, and no reference are stored after this event to this frame.
- /// </summary>
- public OnWebSocketIncompleteFrameDelegate OnIncompleteFrame;
- #endif
- /// <summary>
- /// Logging context of this websocket instance.
- /// </summary>
- public LoggingContext Context { get; private set; }
- /// <summary>
- /// The underlying, real implementation.
- /// </summary>
- private WebSocketBaseImplementation implementation;
- /// <summary>
- /// Creates a WebSocket instance from the given uri.
- /// </summary>
- /// <param name="uri">The uri of the WebSocket server</param>
- public WebSocket(Uri uri)
- :this(uri, string.Empty, string.Empty)
- {
- #if (!UNITY_WEBGL || UNITY_EDITOR) && !BESTHTTP_DISABLE_GZIP
- this.Extensions = new IExtension[] { new PerMessageCompression(/*compression level: */ Decompression.Zlib.CompressionLevel.Default,
- /*clientNoContextTakeover: */ false,
- /*serverNoContextTakeover: */ false,
- /*clientMaxWindowBits: */ Decompression.Zlib.ZlibConstants.WindowBitsMax,
- /*desiredServerMaxWindowBits: */ Decompression.Zlib.ZlibConstants.WindowBitsMax,
- /*minDatalengthToCompress: */ PerMessageCompression.MinDataLengthToCompressDefault) };
- #endif
- }
- #if !UNITY_WEBGL || UNITY_EDITOR
- public WebSocket(Uri uri, string origin, string protocol)
- :this(uri, origin, protocol, null)
- {
- #if !BESTHTTP_DISABLE_GZIP
- this.Extensions = new IExtension[] { new PerMessageCompression(/*compression level: */ Decompression.Zlib.CompressionLevel.Default,
- /*clientNoContextTakeover: */ false,
- /*serverNoContextTakeover: */ false,
- /*clientMaxWindowBits: */ Decompression.Zlib.ZlibConstants.WindowBitsMax,
- /*desiredServerMaxWindowBits: */ Decompression.Zlib.ZlibConstants.WindowBitsMax,
- /*minDatalengthToCompress: */ PerMessageCompression.MinDataLengthToCompressDefault) };
- #endif
- }
- #endif
- /// <summary>
- /// Creates a WebSocket instance from the given uri, protocol and origin.
- /// </summary>
- /// <param name="uri">The uri of the WebSocket server</param>
- /// <param name="origin">Servers that are not intended to process input from any web page but only for certain sites SHOULD verify the |Origin| field is an origin they expect.
- /// If the origin indicated is unacceptable to the server, then it SHOULD respond to the WebSocket handshake with a reply containing HTTP 403 Forbidden status code.</param>
- /// <param name="protocol">The application-level protocol that the client want to use(eg. "chat", "leaderboard", etc.). Can be null or empty string if not used.</param>
- /// <param name="extensions">Optional IExtensions implementations</param>
- public WebSocket(Uri uri, string origin, string protocol
- #if !UNITY_WEBGL || UNITY_EDITOR
- , params IExtension[] extensions
- #endif
- )
- {
- this.Context = new LoggingContext(this);
- #if !UNITY_WEBGL || UNITY_EDITOR
- this.Extensions = extensions;
- #if !BESTHTTP_DISABLE_ALTERNATE_SSL && !BESTHTTP_DISABLE_HTTP2
- if (HTTPManager.HTTP2Settings.WebSocketOverHTTP2Settings.EnableWebSocketOverHTTP2 && HTTPProtocolFactory.IsSecureProtocol(uri))
- {
- // Try to find a HTTP/2 connection that supports the connect protocol.
- var con = BestHTTP.Core.HostManager.GetHost(uri.Host).GetHostDefinition(Core.HostDefinition.GetKeyFor(new UriBuilder("https", uri.Host, uri.Port).Uri
- #if !BESTHTTP_DISABLE_PROXY
- , GetProxy(uri)
- #endif
- )).Find(c => {
- var httpConnection = c as HTTPConnection;
- var http2Handler = httpConnection?.requestHandler as Connections.HTTP2.HTTP2Handler;
- return http2Handler != null && http2Handler.settings.RemoteSettings[Connections.HTTP2.HTTP2Settings.ENABLE_CONNECT_PROTOCOL] != 0;
- });
- if (con != null)
- {
- HTTPManager.Logger.Information("WebSocket", "Connection with enabled Connect Protocol found!", this.Context);
- var httpConnection = con as HTTPConnection;
- var http2Handler = httpConnection?.requestHandler as Connections.HTTP2.HTTP2Handler;
- this.implementation = new OverHTTP2(this, http2Handler, uri, origin, protocol);
- }
- }
- #endif
- if (this.implementation == null)
- this.implementation = new OverHTTP1(this, uri, origin, protocol);
- #else
- this.implementation = new WebGLBrowser(this, uri, origin, protocol);
- #endif
- // Under WebGL when only the WebSocket protocol is used Setup() isn't called, so we have to call it here.
- HTTPManager.Setup();
- }
- #if !UNITY_WEBGL || UNITY_EDITOR
- internal void FallbackToHTTP1()
- {
- if (this.implementation == null)
- return;
- this.implementation = new OverHTTP1(this, this.implementation.Uri, this.implementation.Origin, this.implementation.Protocol);
- this.implementation.StartOpen();
- }
- #endif
- /// <summary>
- /// Start the opening process.
- /// </summary>
- public void Open()
- {
- this.implementation.StartOpen();
- }
- /// <summary>
- /// It will send the given message to the server in one frame.
- /// </summary>
- public void Send(string message)
- {
- if (!IsOpen)
- return;
- this.implementation.Send(message);
- }
- /// <summary>
- /// It will send the given data to the server in one frame.
- /// </summary>
- public void Send(byte[] buffer)
- {
- if (!IsOpen)
- return;
- this.implementation.Send(buffer);
- }
- /// <summary>
- /// Will send count bytes from a byte array, starting from offset.
- /// </summary>
- public void Send(byte[] buffer, ulong offset, ulong count)
- {
- if (!IsOpen)
- return;
- this.implementation.Send(buffer, offset, count);
- }
- #if !UNITY_WEBGL || UNITY_EDITOR
- /// <summary>
- /// It will send the given frame to the server.
- /// </summary>
- public void Send(WebSocketFrame frame)
- {
- if (!IsOpen)
- return;
- this.implementation.Send(frame);
- }
- #endif
- /// <summary>
- /// It will initiate the closing of the connection to the server.
- /// </summary>
- public void Close()
- {
- if (State >= WebSocketStates.Closing)
- return;
- this.implementation.StartClose(1000, "Bye!");
- }
- /// <summary>
- /// It will initiate the closing of the connection to the server sending the given code and message.
- /// </summary>
- public void Close(UInt16 code, string message)
- {
- if (!IsOpen)
- return;
- this.implementation.StartClose(code, message);
- }
- #if !BESTHTTP_DISABLE_PROXY
- internal Proxy GetProxy(Uri uri)
- {
- // WebSocket is not a request-response based protocol, so we need a 'tunnel' through the proxy
- HTTPProxy proxy = HTTPManager.Proxy as HTTPProxy;
- if (proxy != null && proxy.UseProxyForAddress(uri))
- proxy = new HTTPProxy(proxy.Address,
- proxy.Credentials,
- false, /*turn on 'tunneling'*/
- false, /*sendWholeUri*/
- proxy.NonTransparentForHTTPS);
- return proxy;
- }
- #endif
- #if !UNITY_WEBGL || UNITY_EDITOR
- public static byte[] EncodeCloseData(UInt16 code, string message)
- {
- //If there is a body, the first two bytes of the body MUST be a 2-byte unsigned integer
- // (in network byte order) representing a status code with value /code/ defined in Section 7.4 (http://tools.ietf.org/html/rfc6455#section-7.4). Following the 2-byte integer,
- // the body MAY contain UTF-8-encoded data with value /reason/, the interpretation of which is not defined by this specification.
- // This data is not necessarily human readable but may be useful for debugging or passing information relevant to the script that opened the connection.
- int msgLen = Encoding.UTF8.GetByteCount(message);
- using (var ms = new BufferPoolMemoryStream(2 + msgLen))
- {
- byte[] buff = BitConverter.GetBytes(code);
- if (BitConverter.IsLittleEndian)
- Array.Reverse(buff, 0, buff.Length);
- ms.Write(buff, 0, buff.Length);
- buff = Encoding.UTF8.GetBytes(message);
- ms.Write(buff, 0, buff.Length);
- return ms.ToArray();
- }
- }
- internal static string GetSecKey(object[] from)
- {
- const int keysLength = 16;
- byte[] keys = BufferPool.Get(keysLength, true);
- int pos = 0;
- for (int i = 0; i < from.Length; ++i)
- {
- byte[] hash = BitConverter.GetBytes((Int32)from[i].GetHashCode());
- for (int cv = 0; cv < hash.Length && pos < keysLength; ++cv)
- keys[pos++] = hash[cv];
- }
- var result = Convert.ToBase64String(keys, 0, keysLength);
- BufferPool.Release(keys);
- return result;
- }
- #endif
- }
- }
- #endif
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