TouhouLS/Assets/Code/Photon/Plugins/PhotonWebSocket/SocketWebTcpCoroutine.cs

313 lines
11 KiB
C#

#if UNITY_WEBGL || UNITY_XBOXONE || WEBSOCKET
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SocketWebTcpCoroutine.cs" company="Exit Games GmbH">
// Copyright (c) Exit Games GmbH. All rights reserved.
// </copyright>
// <summary>
// Internal class to encapsulate the network i/o functionality for the realtime libary.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections;
using UnityEngine;
using SupportClassPun = ExitGames.Client.Photon.SupportClass;
namespace ExitGames.Client.Photon
{
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
/// <summary>
/// Yield Instruction to Wait for real seconds. Very important to keep connection working if Time.TimeScale is altered, we still want accurate network events
/// </summary>
public sealed class WaitForRealSeconds : CustomYieldInstruction
{
private readonly float _endTime;
public override bool keepWaiting
{
get { return _endTime > Time.realtimeSinceStartup; }
}
public WaitForRealSeconds(float seconds)
{
_endTime = Time.realtimeSinceStartup + seconds;
}
}
#endif
/// <summary>
/// Internal class to encapsulate the network i/o functionality for the realtime libary.
/// </summary>
public class SocketWebTcpCoroutine : IPhotonSocket, IDisposable
{
private WebSocket sock;
private GameObject websocketConnectionObject;
/// <summary>Constructor. Checks if "expected" protocol matches.</summary>
public SocketWebTcpCoroutine(PeerBase npeer) : base(npeer)
{
if (this.ReportDebugOfLevel(DebugLevel.INFO))
{
this.Listener.DebugReturn(DebugLevel.INFO, "new SocketWebTcpCoroutine(). Server: " + this.ConnectAddress + " protocol: " + this.Protocol);
}
switch (this.Protocol)
{
case ConnectionProtocol.WebSocket:
break;
case ConnectionProtocol.WebSocketSecure:
break;
default:
throw new Exception("Protocol '" + this.Protocol + "' not supported by WebSocket");
}
this.PollReceive = false;
}
/// <summary>Connect the websocket (base checks if this was already connected).</summary>
public override bool Connect()
{
bool baseOk = base.Connect();
if (!baseOk)
{
return false;
}
this.State = PhotonSocketState.Connecting;
if (this.websocketConnectionObject != null)
{
UnityEngine.Object.Destroy(this.websocketConnectionObject);
}
this.websocketConnectionObject = new GameObject("websocketConnectionObject");
MonoBehaviour mb = this.websocketConnectionObject.AddComponent<MonoBehaviourExt>();
this.websocketConnectionObject.hideFlags = HideFlags.HideInHierarchy;
UnityEngine.Object.DontDestroyOnLoad(this.websocketConnectionObject);
this.sock = new WebSocket(new Uri(this.ConnectAddress));
// connecting the socket is off-loaded into the coroutine which we start now
mb.StartCoroutine(this.ReceiveLoop());
return true;
}
/// <summary>Disconnect the websocket (no matter what it does right now).</summary>
public override bool Disconnect()
{
if (this.State == PhotonSocketState.Disconnecting || this.State == PhotonSocketState.Disconnected)
{
return false;
}
if (this.ReportDebugOfLevel(DebugLevel.INFO))
{
this.Listener.DebugReturn(DebugLevel.INFO, "SocketWebTcpCoroutine.Disconnect()");
}
this.State = PhotonSocketState.Disconnecting;
if (this.sock != null)
{
try
{
this.sock.Close();
}
catch
{
}
this.sock = null;
}
if (this.websocketConnectionObject != null)
{
UnityEngine.Object.Destroy(this.websocketConnectionObject);
}
this.State = PhotonSocketState.Disconnected;
return true;
}
/// <summary>Calls Disconnect.</summary>
public void Dispose()
{
this.Disconnect();
}
/// <summary>Used by TPeer to send.</summary>
public override PhotonSocketError Send(byte[] data, int length)
{
if (this.State != PhotonSocketState.Connected)
{
return PhotonSocketError.Skipped;
}
try
{
if (this.ReportDebugOfLevel(DebugLevel.ALL))
{
this.Listener.DebugReturn(DebugLevel.ALL, "Sending: " + SupportClassPun.ByteArrayToString(data));
}
this.sock.Send(data);
}
catch (Exception e)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Cannot send to: " + this.ConnectAddress + ". " + e.Message);
if (this.State == PhotonSocketState.Connected)
{
this.HandleException(StatusCode.Exception);
}
return PhotonSocketError.Exception;
}
return PhotonSocketError.Success;
}
/// <summary>Not used currently.</summary>
public override PhotonSocketError Receive(out byte[] data)
{
data = null;
return PhotonSocketError.NoData;
}
/// <summary>Used by TPeer to receive.</summary>
public IEnumerator ReceiveLoop()
{
try
{
this.sock.Connect();
}
catch (Exception e)
{
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
if (this.ReportDebugOfLevel(DebugLevel.ERROR))
{
this.EnqueueDebugReturn(DebugLevel.ERROR, "Receive issue. State: " + this.State + ". Server: '" + this.ConnectAddress + "' Exception: " + e);
}
this.HandleException(StatusCode.ExceptionOnReceive);
}
}
while (this.State == PhotonSocketState.Connecting && this.sock != null && !this.sock.Connected && this.sock.Error == null)
{
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
yield return new WaitForRealSeconds(0.02f);
#else
float waittime = Time.realtimeSinceStartup + 0.2f;
while (Time.realtimeSinceStartup < waittime) yield return 0;
#endif
}
if (this.sock == null || this.sock.Error != null)
{
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Exiting receive thread. Server: " + this.ConnectAddress + " Error: " + ((this.sock!=null)?this.sock.Error:"socket==null"));
this.HandleException(StatusCode.ExceptionOnConnect);
}
yield break;
}
// connected
this.State = PhotonSocketState.Connected;
this.peerBase.OnConnect();
byte[] inBuff = null;
// receiving
while (this.State == PhotonSocketState.Connected)
{
try
{
if (this.sock.Error != null)
{
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Exiting receive thread (inside loop). Server: " + this.ConnectAddress + " Error: " + this.sock.Error);
this.HandleException(StatusCode.ExceptionOnReceive);
}
break;
}
inBuff = this.sock.Recv();
}
catch (Exception e)
{
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
if (this.ReportDebugOfLevel(DebugLevel.ERROR))
{
this.EnqueueDebugReturn(DebugLevel.ERROR, "Receive issue. State: " + this.State + ". Server: '" + this.ConnectAddress + "' Exception: " + e);
}
this.HandleException(StatusCode.ExceptionOnReceive);
}
}
if (inBuff == null || inBuff.Length == 0)
{
// nothing received. wait a bit, try again
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
yield return new WaitForRealSeconds(0.02f);
#else
float waittime = Time.realtimeSinceStartup + 0.02f;
while (Time.realtimeSinceStartup < waittime) yield return 0;
#endif
continue;
}
if (inBuff.Length < 0)
{
// got disconnected (from remote or net)
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
this.HandleException(StatusCode.DisconnectByServer);
}
break;
}
try
{
if (this.ReportDebugOfLevel(DebugLevel.ALL))
{
this.Listener.DebugReturn(DebugLevel.ALL, "TCP << " + inBuff.Length + " = " + SupportClassPun.ByteArrayToString(inBuff));
}
this.HandleReceivedDatagram(inBuff, inBuff.Length, false);
}
catch (Exception e)
{
if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
{
if (this.ReportDebugOfLevel(DebugLevel.ERROR))
{
this.EnqueueDebugReturn(DebugLevel.ERROR, "Receive issue. State: " + this.State + ". Server: '" + this.ConnectAddress + "' Exception: " + e);
}
this.HandleException(StatusCode.ExceptionOnReceive);
}
}
}
this.Disconnect();
}
}
internal class MonoBehaviourExt : MonoBehaviour { }
}
#endif