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735 lines
24 KiB
735 lines
24 KiB
8 months ago
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#if !BESTHTTP_DISABLE_SOCKETIO
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using System;
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using System.Collections.Generic;
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using BestHTTP.SocketIO3.Transports;
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using BestHTTP.Extensions;
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using BestHTTP.SocketIO3.Parsers;
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using BestHTTP.SocketIO3.Events;
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using BestHTTP.Logger;
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namespace BestHTTP.SocketIO3
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{
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public sealed class SocketManager : IHeartbeat, IManager
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{
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/// <summary>
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/// Possible states of a SocketManager instance.
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/// </summary>
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public enum States
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{
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/// <summary>
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/// Initial state of the SocketManager
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/// </summary>
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Initial,
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/// <summary>
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/// The SocketManager is currently opening.
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/// </summary>
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Opening,
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/// <summary>
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/// The SocketManager is open, events can be sent to the server.
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/// </summary>
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Open,
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/// <summary>
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/// Paused for transport upgrade
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/// </summary>
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Paused,
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/// <summary>
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/// An error occurred, the SocketManager now trying to connect again to the server.
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/// </summary>
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Reconnecting,
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/// <summary>
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/// The SocketManager is closed, initiated by the user or by the server
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/// </summary>
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Closed
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}
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/// <summary>
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/// Supported Socket.IO protocol version
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/// </summary>
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public int ProtocolVersion { get { return 4; } }
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#region Public Properties
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/// <summary>
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/// The current state of this Socket.IO manager.
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/// </summary>
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public States State { get { return state; } private set { PreviousState = state; state = value; } }
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private States state;
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/// <summary>
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/// The SocketOptions instance that this manager will use.
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/// </summary>
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public SocketOptions Options { get; private set; }
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/// <summary>
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/// The Uri to the Socket.IO endpoint.
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/// </summary>
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public Uri Uri { get; private set; }
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/// <summary>
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/// The server sent and parsed Handshake data.
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/// </summary>
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public HandshakeData Handshake { get; private set; }
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/// <summary>
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/// The currently used main transport instance.
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/// </summary>
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public ITransport Transport { get; private set; }
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/// <summary>
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/// The Request counter for request-based transports.
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/// </summary>
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public ulong RequestCounter { get; internal set; }
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/// <summary>
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/// The root("/") Socket.
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/// </summary>
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public Socket Socket { get { return GetSocket(); } }
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/// <summary>
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/// Indexer to access socket associated to the given namespace.
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/// </summary>
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public Socket this[string nsp] { get { return GetSocket(nsp); } }
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/// <summary>
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/// How many reconnect attempts made.
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/// </summary>
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public int ReconnectAttempts { get; private set; }
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/// <summary>
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/// Parser to encode and decode messages and create strongly typed objects.
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/// </summary>
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public IParser Parser { get; set; }
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/// <summary>
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/// Logging context of this socket.io connection.
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/// </summary>
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public LoggingContext Context { get; private set; }
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#endregion
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#region Internal Properties
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/// <summary>
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/// Timestamp support to the request based transports.
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/// </summary>
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internal UInt64 Timestamp { get { return (UInt64)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalMilliseconds; } }
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/// <summary>
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/// Auto-incrementing property to return Ack ids.
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/// </summary>
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internal int NextAckId { get { return System.Threading.Interlocked.Increment(ref nextAckId); } }
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private int nextAckId;
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/// <summary>
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/// Internal property to store the previous state of the manager.
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/// </summary>
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internal States PreviousState { get; private set; }
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/// <summary>
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/// Transport currently upgrading.
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/// </summary>
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internal ITransport UpgradingTransport { get; set; }
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#endregion
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#region Privates
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/// <summary>
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/// Namespace name -> Socket mapping
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/// </summary>
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private Dictionary<string, Socket> Namespaces = new Dictionary<string, Socket>();
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/// <summary>
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/// List of the sockets to able to iterate over them easily.
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/// </summary>
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private List<Socket> Sockets = new List<Socket>();
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/// <summary>
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/// List of unsent packets. Only instantiated when we have to use it.
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/// </summary>
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private List<OutgoingPacket> OfflinePackets;
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/// <summary>
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/// When we sent out the last heartbeat(Ping) message.
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/// </summary>
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private DateTime LastHeartbeat = DateTime.MinValue;
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/// <summary>
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/// When we have to try to do a reconnect attempt
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/// </summary>
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private DateTime ReconnectAt;
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/// <summary>
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/// When we started to connect to the server.
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/// </summary>
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private DateTime ConnectionStarted;
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/// <summary>
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/// Private flag to avoid multiple Close call
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/// </summary>
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private bool closing;
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/// <summary>
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/// In Engine.io v4 / socket.io v3 the server sends the ping messages, not the client.
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/// </summary>
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private DateTime lastPingReceived;
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#endregion
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#region Constructors
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/// <summary>
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/// Constructor to create a SocketManager instance that will connect to the given uri.
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/// </summary>
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public SocketManager(Uri uri)
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:this(uri, new DefaultJsonParser(), new SocketOptions())
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{ }
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public SocketManager(Uri uri, IParser parser)
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: this(uri, parser, new SocketOptions())
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{ }
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public SocketManager(Uri uri, SocketOptions options)
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:this(uri, new DefaultJsonParser(), options)
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{ }
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/// <summary>
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/// Constructor to create a SocketManager instance.
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/// </summary>
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public SocketManager(Uri uri, IParser parser, SocketOptions options)
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{
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this.Context = new LoggingContext(this);
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string path = uri.PathAndQuery;
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if (path.Length <= 1)
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{
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string append;
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if (uri.OriginalString[uri.OriginalString.Length - 1] == '/')
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append = "socket.io/";
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else
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append = "/socket.io/";
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uri = new Uri(uri.OriginalString + append);
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}
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this.Uri = uri;
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this.Options = options ?? new SocketOptions();
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this.State = States.Initial;
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this.PreviousState = States.Initial;
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this.Parser = parser ?? new DefaultJsonParser();
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if (uri.Scheme.StartsWith("ws"))
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options.ConnectWith = TransportTypes.WebSocket;
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}
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#endregion
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/// <summary>
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/// Returns with the "/" namespace, the same as the Socket property.
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/// </summary>
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public Socket GetSocket()
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{
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return GetSocket("/");
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}
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/// <summary>
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/// Returns with the specified namespace
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/// </summary>
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public Socket GetSocket(string nsp)
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{
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if (string.IsNullOrEmpty(nsp))
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throw new ArgumentNullException("Namespace parameter is null or empty!");
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/*if (nsp[0] != '/')
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nsp = "/" + nsp;*/
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Socket socket = null;
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if (!Namespaces.TryGetValue(nsp, out socket))
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{
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// No socket found, create one
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socket = new Socket(nsp, this);
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Namespaces.Add(nsp, socket);
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Sockets.Add(socket);
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(socket as ISocket).Open();
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}
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return socket;
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}
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/// <summary>
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/// Internal function to remove a Socket instance from this manager.
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/// </summary>
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/// <param name="socket"></param>
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void IManager.Remove(Socket socket)
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{
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Namespaces.Remove(socket.Namespace);
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Sockets.Remove(socket);
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if (Sockets.Count == 0)
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Close();
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}
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#region Connection to the server, and upgrading
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/// <summary>
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/// This function will begin to open the Socket.IO connection by sending out the handshake request.
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/// If the Options' AutoConnect is true, it will be called automatically.
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/// </summary>
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public void Open()
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{
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if (State != States.Initial &&
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State != States.Closed &&
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State != States.Reconnecting)
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return;
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HTTPManager.Logger.Information("SocketManager", "Opening", this.Context);
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ReconnectAt = DateTime.MinValue;
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switch (Options.ConnectWith)
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{
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case TransportTypes.Polling: Transport = new PollingTransport(this); break;
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#if !BESTHTTP_DISABLE_WEBSOCKET
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case TransportTypes.WebSocket:
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Transport = new WebSocketTransport(this);
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break;
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#endif
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}
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Transport.Open();
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(this as IManager).EmitEvent("connecting");
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State = States.Opening;
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ConnectionStarted = DateTime.UtcNow;
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HTTPManager.Heartbeats.Subscribe(this);
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// The root namespace will be opened by default
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//GetSocket("/");
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}
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/// <summary>
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/// Closes this Socket.IO connection.
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/// </summary>
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public void Close()
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{
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(this as IManager).Close(true);
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}
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/// <summary>
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/// Closes this Socket.IO connection.
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/// </summary>
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void IManager.Close(bool removeSockets)
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{
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if (State == States.Closed || closing)
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return;
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closing = true;
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HTTPManager.Logger.Information("SocketManager", "Closing", this.Context);
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HTTPManager.Heartbeats.Unsubscribe(this);
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// Disconnect the sockets. The Disconnect function will call the Remove function to remove it from the Sockets list.
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if (removeSockets)
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while (Sockets.Count > 0)
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(Sockets[Sockets.Count - 1] as ISocket).Disconnect(removeSockets);
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else
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for (int i = 0; i < Sockets.Count; ++i)
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(Sockets[i] as ISocket).Disconnect(removeSockets);
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// Set to Closed after Socket's Disconnect. This way we can send the disconnect events to the server.
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State = States.Closed;
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LastHeartbeat = DateTime.MinValue;
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lastPingReceived = DateTime.MinValue;
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if (removeSockets && OfflinePackets != null)
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OfflinePackets.Clear();
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// Remove the references from the dictionary too.
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if (removeSockets)
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Namespaces.Clear();
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Handshake = null;
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if (Transport != null)
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Transport.Close();
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Transport = null;
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if (UpgradingTransport != null)
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UpgradingTransport.Close();
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UpgradingTransport = null;
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closing = false;
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}
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/// <summary>
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/// Called from a ITransport implementation when an error occurs and we may have to try to reconnect.
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/// </summary>
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void IManager.TryToReconnect()
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{
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if (State == States.Reconnecting ||
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State == States.Closed)
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return;
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if (!Options.Reconnection || HTTPManager.IsQuitting)
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{
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Close();
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return;
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}
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if (++ReconnectAttempts >= Options.ReconnectionAttempts)
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{
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(this as IManager).EmitEvent("reconnect_failed");
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Close();
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return;
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}
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Random rand = new Random();
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int delay = (int)Options.ReconnectionDelay.TotalMilliseconds * ReconnectAttempts;
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ReconnectAt = DateTime.UtcNow +
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TimeSpan.FromMilliseconds(Math.Min(rand.Next(/*rand min:*/(int)(delay - (delay * Options.RandomizationFactor)),
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/*rand max:*/(int)(delay + (delay * Options.RandomizationFactor))),
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(int)Options.ReconnectionDelayMax.TotalMilliseconds));
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(this as IManager).Close(false);
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State = States.Reconnecting;
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for (int i = 0; i < Sockets.Count; ++i)
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(Sockets[i] as ISocket).Open();
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// In the Close() function we unregistered
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HTTPManager.Heartbeats.Subscribe(this);
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HTTPManager.Logger.Information("SocketManager", "Reconnecting", this.Context);
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}
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/// <summary>
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/// Called by transports when they are connected to the server.
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/// </summary>
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bool IManager.OnTransportConnected(ITransport trans)
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{
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HTTPManager.Logger.Information("SocketManager", string.Format("OnTransportConnected State: {0}, PreviousState: {1}, Current Transport: {2}, Upgrading Transport: {3}", this.State, this.PreviousState, trans.Type, UpgradingTransport != null ? UpgradingTransport.Type.ToString() : "null"), this.Context);
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if (State != States.Opening)
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return false;
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if (PreviousState == States.Reconnecting)
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(this as IManager).EmitEvent("reconnect");
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State = States.Open;
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if (PreviousState == States.Reconnecting)
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(this as IManager).EmitEvent("reconnect_before_offline_packets");
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for (int i = 0; i < Sockets.Count; ++i)
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{
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var socket = Sockets[i];
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if (socket != null)
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socket.OnTransportOpen();
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}
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ReconnectAttempts = 0;
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// Send out packets that we collected while there were no available transport.
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SendOfflinePackets();
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#if !BESTHTTP_DISABLE_WEBSOCKET
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// Can we upgrade to WebSocket transport?
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if (Transport.Type != TransportTypes.WebSocket &&
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Handshake.Upgrades.Contains("websocket"))
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{
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UpgradingTransport = new WebSocketTransport(this);
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UpgradingTransport.Open();
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}
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#endif
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return true;
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}
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void IManager.OnTransportError(ITransport trans, string err)
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{
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if (UpgradingTransport != null && trans != UpgradingTransport)
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return;
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(this as IManager).EmitError(err);
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trans.Close();
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(this as IManager).TryToReconnect();
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}
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void IManager.OnTransportProbed(ITransport trans)
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{
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HTTPManager.Logger.Information("SocketManager", "\"probe\" packet received", this.Context);
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// If we have to reconnect, we will go straight with the transport we were able to upgrade
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Options.ConnectWith = trans.Type;
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// Pause ourself to wait for any send and receive turn to finish.
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State = States.Paused;
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}
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#endregion
|
||
|
|
||
|
#region Packet Handling
|
||
|
|
||
|
/// <summary>
|
||
|
/// Select the best transport to send out packets.
|
||
|
/// </summary>
|
||
|
private ITransport SelectTransport()
|
||
|
{
|
||
|
if (State != States.Open || Transport == null)
|
||
|
return null;
|
||
|
|
||
|
return Transport.IsRequestInProgress ? null : Transport;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Will select the best transport and sends out all packets that are in the OfflinePackets list.
|
||
|
/// </summary>
|
||
|
private void SendOfflinePackets()
|
||
|
{
|
||
|
ITransport trans = SelectTransport();
|
||
|
|
||
|
// Send out packets that we not sent while no transport was available.
|
||
|
// This function is called before the event handlers get the 'connected' event, so
|
||
|
// theoretically the packet orders are remains.
|
||
|
if (OfflinePackets != null && OfflinePackets.Count > 0 && trans != null)
|
||
|
{
|
||
|
trans.Send(OfflinePackets);
|
||
|
OfflinePackets.Clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Internal function that called from the Socket class. It will send out the packet instantly, or if no transport is available it will store
|
||
|
/// the packet in the OfflinePackets list.
|
||
|
/// </summary>
|
||
|
void IManager.SendPacket(OutgoingPacket packet)
|
||
|
{
|
||
|
HTTPManager.Logger.Information("SocketManager", "SendPacket " + packet.ToString(), this.Context);
|
||
|
|
||
|
ITransport trans = SelectTransport();
|
||
|
|
||
|
if (trans != null)
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
trans.Send(packet);
|
||
|
}
|
||
|
catch(Exception ex)
|
||
|
{
|
||
|
(this as IManager).EmitError(ex.Message + " " + ex.StackTrace);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (packet.IsVolatile)
|
||
|
return;
|
||
|
|
||
|
HTTPManager.Logger.Information("SocketManager", "SendPacket - Offline stashing packet", this.Context);
|
||
|
|
||
|
if (OfflinePackets == null)
|
||
|
OfflinePackets = new List<OutgoingPacket>();
|
||
|
|
||
|
// The same packet can be sent through multiple Sockets.
|
||
|
OfflinePackets.Add(packet);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called from the currently operating Transport. Will pass forward to the Socket that has to call the callbacks.
|
||
|
/// </summary>
|
||
|
void IManager.OnPacket(IncomingPacket packet)
|
||
|
{
|
||
|
if (State == States.Closed)
|
||
|
{
|
||
|
HTTPManager.Logger.Information("SocketManager", "OnPacket - State == States.Closed", this.Context);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch(packet.TransportEvent)
|
||
|
{
|
||
|
case TransportEventTypes.Open:
|
||
|
if (Handshake == null)
|
||
|
{
|
||
|
Handshake = packet.DecodedArg as HandshakeData;
|
||
|
|
||
|
(this as IManager).OnTransportConnected(Transport);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
HTTPManager.Logger.Information("SocketManager", "OnPacket - Already received handshake data!", this.Context);
|
||
|
break;
|
||
|
|
||
|
case TransportEventTypes.Ping:
|
||
|
lastPingReceived = DateTime.UtcNow;
|
||
|
//IncomingPacket pingPacket = new Packet(TransportEventTypes.Pong, SocketIOEventTypes.Unknown, "/", 0);
|
||
|
|
||
|
(this as IManager).SendPacket(this.Parser.CreateOutgoing(TransportEventTypes.Pong, null));
|
||
|
break;
|
||
|
|
||
|
case TransportEventTypes.Pong: break;
|
||
|
}
|
||
|
|
||
|
Socket socket = null;
|
||
|
if (Namespaces.TryGetValue(packet.Namespace, out socket))
|
||
|
(socket as ISocket).OnPacket(packet);
|
||
|
else if (packet.TransportEvent == TransportEventTypes.Message)
|
||
|
HTTPManager.Logger.Warning("SocketManager", "Namespace \"" + packet.Namespace + "\" not found!", this.Context);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sends an event to all available namespaces.
|
||
|
/// </summary>
|
||
|
public void EmitAll(string eventName, params object[] args)
|
||
|
{
|
||
|
for (int i = 0; i < Sockets.Count; ++i)
|
||
|
Sockets[i].Emit(eventName, args);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Emits an internal packet-less event to the root namespace without creating it if it isn't exists yet.
|
||
|
/// </summary>
|
||
|
void IManager.EmitEvent(string eventName, params object[] args)
|
||
|
{
|
||
|
Socket socket = null;
|
||
|
if (Namespaces.TryGetValue("/", out socket))
|
||
|
(socket as ISocket).EmitEvent(eventName, args);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Emits an internal packet-less event to the root namespace without creating it if it isn't exists yet.
|
||
|
/// </summary>
|
||
|
void IManager.EmitEvent(SocketIOEventTypes type, params object[] args)
|
||
|
{
|
||
|
(this as IManager).EmitEvent(EventNames.GetNameFor(type), args);
|
||
|
}
|
||
|
|
||
|
void IManager.EmitError(string msg)
|
||
|
{
|
||
|
var outcoming = this.Parser.CreateOutgoing(this.Sockets[0], SocketIOEventTypes.Error, -1, null, new Error(msg));
|
||
|
IncomingPacket inc = IncomingPacket.Empty;
|
||
|
if (outcoming.IsBinary)
|
||
|
inc = this.Parser.Parse(this, outcoming.PayloadData);
|
||
|
else
|
||
|
inc = this.Parser.Parse(this, outcoming.Payload);
|
||
|
|
||
|
(this as IManager).EmitEvent(SocketIOEventTypes.Error, inc.DecodedArg ?? inc.DecodedArgs);
|
||
|
}
|
||
|
|
||
|
void IManager.EmitAll(string eventName, params object[] args)
|
||
|
{
|
||
|
for (int i = 0; i < Sockets.Count; ++i)
|
||
|
(Sockets[i] as ISocket).EmitEvent(eventName, args);
|
||
|
}
|
||
|
|
||
|
#region IHeartbeat Implementation
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called from the HTTPManager's OnUpdate function every frame. It's main function is to send out heartbeat messages.
|
||
|
/// </summary>
|
||
|
void IHeartbeat.OnHeartbeatUpdate(TimeSpan dif)
|
||
|
{
|
||
|
switch (State)
|
||
|
{
|
||
|
case States.Paused:
|
||
|
// To ensure no messages are lost, the upgrade packet will only be sent once all the buffers of the existing transport are flushed and the transport is considered paused.
|
||
|
if (!Transport.IsRequestInProgress &&
|
||
|
!Transport.IsPollingInProgress)
|
||
|
{
|
||
|
State = States.Open;
|
||
|
|
||
|
// Close the current transport
|
||
|
Transport.Close();
|
||
|
|
||
|
// and switch to the newly upgraded one
|
||
|
Transport = UpgradingTransport;
|
||
|
UpgradingTransport = null;
|
||
|
|
||
|
// We will send an Upgrade("5") packet.
|
||
|
Transport.Send(this.Parser.CreateOutgoing(TransportEventTypes.Upgrade, null));
|
||
|
|
||
|
goto case States.Open;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case States.Opening:
|
||
|
if (DateTime.UtcNow - ConnectionStarted >= Options.Timeout)
|
||
|
{
|
||
|
(this as IManager).EmitError("Connection timed out!");
|
||
|
(this as IManager).EmitEvent("connect_error");
|
||
|
(this as IManager).EmitEvent("connect_timeout");
|
||
|
(this as IManager).TryToReconnect();
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
case States.Reconnecting:
|
||
|
if (ReconnectAt != DateTime.MinValue && DateTime.UtcNow >= ReconnectAt)
|
||
|
{
|
||
|
(this as IManager).EmitEvent("reconnect_attempt");
|
||
|
(this as IManager).EmitEvent("reconnecting");
|
||
|
|
||
|
Open();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case States.Open:
|
||
|
ITransport trans = null;
|
||
|
|
||
|
// Select transport to use
|
||
|
if (Transport != null && Transport.State == TransportStates.Open)
|
||
|
trans = Transport;
|
||
|
|
||
|
// not yet open?
|
||
|
if (trans == null || trans.State != TransportStates.Open)
|
||
|
return;
|
||
|
|
||
|
// Start to poll the server for events
|
||
|
trans.Poll();
|
||
|
|
||
|
// Start to send out unsent packets
|
||
|
SendOfflinePackets();
|
||
|
|
||
|
// First time we reached this point. Set the LastHeartbeat to the current time, 'cause we are just opened.
|
||
|
if (LastHeartbeat == DateTime.MinValue)
|
||
|
{
|
||
|
LastHeartbeat = DateTime.UtcNow;
|
||
|
lastPingReceived = DateTime.UtcNow;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (DateTime.UtcNow - lastPingReceived > TimeSpan.FromMilliseconds(Handshake.PingInterval + Handshake.PingTimeout))
|
||
|
(this as IManager).TryToReconnect();
|
||
|
|
||
|
break; // case States.Open:
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|