Files
ChunilENG/Packages/com.tivadar.best.websockets/Runtime/WebSocket.cs
정영민 2dd5d814a7 update
2025-02-20 09:59:37 +09:00

427 lines
16 KiB
C#

using System;
using System.Text;
using Best.HTTP.Shared.Extensions;
using Best.HTTP.Shared.Logger;
using Best.HTTP.Shared.PlatformSupport.Memory;
using Best.HTTP.Shared.Streams;
using Best.HTTP.HostSetting;
using Best.HTTP.Request.Settings;
using Best.HTTP.Shared;
using Best.HTTP.Hosts.Connections;
using Best.WebSockets.Implementations;
#if (!UNITY_WEBGL || UNITY_EDITOR) && !BESTHTTP_DISABLE_ALTERNATE_SSL
using Best.HTTP.Hosts.Connections.HTTP2;
#endif
#if !UNITY_WEBGL || UNITY_EDITOR
using Best.WebSockets.Extensions;
#endif
using Best.HTTP.Shared.Compression.Zlib;
/*
* This is a wrapper class organizing where and how the websocket request is sent out. If there's an already open HTTP/2 connection with
* an ENABLE_CONNECT_PROTOCOL flag, it tries using the HTTP/2 connection first and if it fails, a new HTTP/1 connection is created.
* */
namespace Best.WebSockets
{
/// <summary>
/// Implements the WebSocket standard for duplex, two-way communications.
/// </summary>
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;
#if !UNITY_WEBGL || UNITY_EDITOR
public static IExtension[] GetDefaultExtensions()
{
return new IExtension[] { new PerMessageCompression(/*compression level: */ CompressionLevel.Default,
/*clientNoContextTakeover: */ false,
/*serverNoContextTakeover: */ false,
/*clientMaxWindowBits: */ ZlibConstants.WindowBitsMax,
/*desiredServerMaxWindowBits: */ ZlibConstants.WindowBitsMax,
/*minDatalengthToCompress: */ PerMessageCompression.MinDataLengthToCompressDefault) };
}
#endif
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 <c>true</c> to start sending Ping frames to the WebSocket server.
/// </summary>
public bool SendPings { get; set; }
/// <summary>
/// The delay between two Pings in milliseconds. Minimum value is 100ms, default is 10 seconds.
/// </summary>
public TimeSpan PingFrequency { get; set; }
/// <summary>
/// If <see cref="SendPings"/> set to <c>true</c>, the plugin will close the connection and emit an <see cref="OnClosed"/> 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 <see cref="Best.HTTP.HTTPRequest"/> object.
/// </summary>
public HTTP.HTTPRequest InternalRequest { get { return this.implementation.InternalRequest; } }
/// <summary>
/// <see cref="IExtension"/> implementations the plugin will negotiate with the server to use.
/// </summary>
public IExtension[] Extensions { get; private set; }
/// <summary>
/// Latency calculated from ping-pong message round-trip times.
/// </summary>
public int Latency { get { return this.implementation.Latency; } }
/// <summary>
/// When the WebSocket instance received the last message from the server.
/// </summary>
public DateTime LastMessageReceived { get { return this.implementation.LastMessageReceived; } }
/// <summary>
/// When the <c>Websocket Over HTTP/2</c> implementation fails to connect and <see cref="WebSocketOverHTTP2Settings"/><c>.</c><see cref="WebSocketOverHTTP2Settings.EnableImplementationFallback"/> is <c>true</c>, the plugin tries to fall back to the HTTP/1 implementation.
/// When this happens a new <see cref="InternalRequest"/> is created and all previous custom modifications (like added headers) are lost. With OnInternalRequestCreated these modifications can be reapplied.
/// </summary>
public Action<WebSocket, HTTP.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 Binary message received.
/// The content of the <see cref="BufferSegment"/> must be used or copied to a new array in the callbacks because the plugin reuses the memory immediately after the callback by placing it back to the <see cref="BufferPool"/>!
/// </summary>
/// <remarks>Note that the memory will be reused when this event returns. Either process it in this call or make a copy from the received data.</remarks>
public OnWebSocketBinaryNoAllocDelegate OnBinary;
/// <summary>
/// Called when the WebSocket connection is closed.
/// </summary>
public OnWebSocketClosedDelegate OnClosed;
/// <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)
this.Extensions = WebSocket.GetDefaultExtensions();
#endif
}
#if !UNITY_WEBGL || UNITY_EDITOR
/// <summary>
/// Creates a WebSocket instance from the given uri.
/// </summary>
/// <param name="uri">Uri of the WebSocket endpoint.</param>
/// <param name="origin">Where the WebSocket originating from.</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>
public WebSocket(Uri uri, string origin, string protocol)
:this(uri, origin, protocol, null)
{
#if (!UNITY_WEBGL || UNITY_EDITOR)
this.Extensions = WebSocket.GetDefaultExtensions();
#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 <see cref="IExtension"/> 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;
#endif
SelectImplementation(uri, origin, protocol);
// Under WebGL when only the WebSocket protocol is used Setup() isn't called, so we have to call it here.
HTTPManager.Setup();
}
internal WebSocketBaseImplementation SelectImplementation(Uri uri, string origin, string protocol)
{
#if !UNITY_WEBGL || UNITY_EDITOR
#if !BESTHTTP_DISABLE_ALTERNATE_SSL
if (HTTPProtocolFactory.IsSecureProtocol(uri) &&
HTTPManager.PerHostSettings.Get(uri).HTTP2ConnectionSettings.WebSocketOverHTTP2Settings.EnableWebSocketOverHTTP2)
{
// Try to find a HTTP/2 connection that supports the connect protocol.
var connectionKey = HostKey.From(new UriBuilder("https", uri.Host, uri.Port).Uri, GetProxy(uri));
var con = HostManager.GetHostVariant(connectionKey).Find(c => {
var httpConnection = c as HTTPOverTCPConnection;
var http2Handler = httpConnection?.requestHandler as HTTP2ContentConsumer;
return http2Handler != null && http2Handler.settings.RemoteSettings[HTTP2Settings.ENABLE_CONNECT_PROTOCOL] != 0;
});
if (con != null)
{
HTTPManager.Logger.Information("WebSocket", "Connection with enabled Connect Protocol found!", this.Context);
var httpConnection = con as HTTPOverTCPConnection;
var http2Handler = httpConnection?.requestHandler as HTTP2ContentConsumer;
this.implementation = new OverHTTP2(this, 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
return this.implementation;
}
#if !UNITY_WEBGL || UNITY_EDITOR
internal void FallbackToHTTP1()
{
HTTPManager.Logger.Verbose("WebSocket", "FallbackToHTTP1", this.Context);
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>
/// <remarks>It's a non-blocking call. To get notified when the WebSocket instance is considered open and can send/receive, use the <see cref="OnOpen"/> event.</remarks>
public void Open()
{
this.implementation.StartOpen();
}
/// <summary>
/// It will send the given textual message to the remote server.
/// </summary>
public void Send(string message)
{
if (!IsOpen)
return;
this.implementation.Send(message);
}
/// <summary>
/// It will send the given binary message to the remote server.
/// </summary>
public void Send(byte[] buffer)
{
if (!IsOpen)
return;
this.implementation.Send(buffer);
}
/// <summary>
/// It will send the given binary message to the remote server.
/// </summary>
public void Send(byte[] buffer, ulong offset, ulong count)
{
if (!IsOpen)
return;
this.implementation.Send(buffer, offset, count);
}
/// <summary>
/// Will send the data in one or more binary frame and takes ownership over it calling BufferPool.Release when the data sent.
/// </summary>
public void SendAsBinary(BufferSegment data)
{
if (!IsOpen)
{
BufferPool.Release(data);
return;
}
this.implementation.SendAsBinary(data);
}
/// <summary>
/// Will send data as a text frame and takes owenership over the memory region releasing it to the BufferPool as soon as possible.
/// </summary>
public void SendAsText(BufferSegment data)
{
if (!IsOpen)
{
BufferPool.Release(data);
return;
}
this.implementation.SendAsText(data);
}
/// <summary>
/// It will initiate the closing of the connection to the server.
/// </summary>
public void Close()
{
if (State >= WebSocketStates.Closing)
return;
this.implementation.StartClose(WebSocketStatusCodes.NormalClosure, "Bye!");
}
/// <summary>
/// It will initiate the closing of the connection to the server sending the given code and message.
/// </summary>
public void Close(WebSocketStatusCodes code, string message)
{
if (!IsOpen)
return;
this.implementation.StartClose(code, message);
}
#if !UNITY_WEBGL || UNITY_EDITOR
internal ProxySettings GetProxy(Uri uri)
{
// WebSocket is not a request-response based protocol, so we need a 'tunnel' through the proxy
var proxy = HTTPManager.Proxy as HTTP.Proxies.HTTPProxy;
if (proxy != null && proxy.UseProxyForAddress(uri))
proxy = new HTTP.Proxies.HTTPProxy(proxy.Address,
proxy.Credentials,
false, /*turn on 'tunneling'*/
false, /*sendWholeUri*/
proxy.NonTransparentForHTTPS);
return new ProxySettings { Proxy = proxy };
}
internal void DisposeExtensions()
{
if (this.Extensions != null)
{
for (int i = 0; i < this.Extensions.Length; ++i)
{
var ext = this.Extensions[i];
try
{
ext?.Dispose();
}
catch (Exception ex)
{
HTTPManager.Logger.Exception("OverHTTP1", "OnInternalRequestCallback - extension dispose", ex, this.Context);
}
this.Extensions[i] = null;
}
this.Extensions = null;
}
}
#endif
#if !UNITY_WEBGL || UNITY_EDITOR
internal static BufferSegment EncodeCloseData(WebSocketStatusCodes 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((ushort)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);
buff = ms.ToArray();
return buff.AsBuffer(buff.Length);
}
}
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
}
}