上海虹口龙之梦项目
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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 a Binary message received. It's a more performant version than the OnBinary event, as the memory will be reused.
/// </summary>
public OnWebSocketBinaryNoAllocDelegate OnBinaryNoAlloc;
/// <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