FiE-Game/Assets/Photon Unity Networking/Plugins/PhotonNetwork/SocketWebTcp.cs
2023-07-19 18:11:02 +01:00

269 lines
8.7 KiB
C#

#if UNITY_WEBGL || UNITY_XBOXONE
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SocketTcp.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 SocketWebTcp : IPhotonSocket, IDisposable
{
private WebSocket sock;
private readonly object syncer = new object();
public SocketWebTcp(PeerBase npeer) : base(npeer)
{
ServerAddress = npeer.ServerAddress;
if (this.ReportDebugOfLevel(DebugLevel.INFO))
{
Listener.DebugReturn(DebugLevel.INFO, "new SocketWebTcp() for Unity. Server: " + ServerAddress);
}
this.Protocol = ConnectionProtocol.WebSocket;
this.PollReceive = false;
}
public void Dispose()
{
this.State = PhotonSocketState.Disconnecting;
if (this.sock != null)
{
try
{
if (this.sock.Connected) this.sock.Close();
}
catch (Exception ex)
{
this.EnqueueDebugReturn(DebugLevel.INFO, "Exception in Dispose(): " + ex);
}
}
this.sock = null;
this.State = PhotonSocketState.Disconnected;
}
GameObject websocketConnectionObject;
public override bool Connect()
{
//bool baseOk = base.Connect();
//if (!baseOk)
//{
// return false;
//}
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(ServerAddress));
this.sock.Connect();
mb.StartCoroutine(this.ReceiveLoop());
return true;
}
public override bool Disconnect()
{
if (ReportDebugOfLevel(DebugLevel.INFO))
{
this.Listener.DebugReturn(DebugLevel.INFO, "SocketWebTcp.Disconnect()");
}
State = PhotonSocketState.Disconnecting;
lock (this.syncer)
{
if (this.sock != null)
{
try
{
this.sock.Close();
}
catch (Exception ex)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Exception in Disconnect(): " + ex);
}
this.sock = null;
}
}
if (this.websocketConnectionObject != null)
{
UnityEngine.Object.Destroy(this.websocketConnectionObject);
}
State = PhotonSocketState.Disconnected;
return true;
}
/// <summary>
/// used by TPeer*
/// </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.ServerAddress + ". " + e.Message);
HandleException(StatusCode.Exception);
return PhotonSocketError.Exception;
}
return PhotonSocketError.Success;
}
public override PhotonSocketError Receive(out byte[] data)
{
data = null;
return PhotonSocketError.NoData;
}
internal const int ALL_HEADER_BYTES = 9;
internal const int TCP_HEADER_BYTES = 7;
internal const int MSG_HEADER_BYTES = 2;
public IEnumerator ReceiveLoop()
{
this.Listener.DebugReturn(DebugLevel.INFO, "ReceiveLoop()");
while (!this.sock.Connected && this.sock.Error == null)
{
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
yield return new WaitForRealSeconds(0.1f);
#else
float waittime = Time.realtimeSinceStartup + 0.1f;
while (Time.realtimeSinceStartup < waittime) yield return 0;
#endif
}
if (this.sock.Error != null)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Exiting receive thread. Server: " + this.ServerAddress + ":" + this.ServerPort + " Error: " + this.sock.Error);
this.HandleException(StatusCode.ExceptionOnConnect);
}
else
{
// connected
if (this.ReportDebugOfLevel(DebugLevel.ALL))
{
this.Listener.DebugReturn(DebugLevel.ALL, "Receiving by websocket. this.State: " + State);
}
State = PhotonSocketState.Connected;
while (State == PhotonSocketState.Connected)
{
if (this.sock.Error != null)
{
this.Listener.DebugReturn(DebugLevel.ERROR, "Exiting receive thread (inside loop). Server: "+this.ServerAddress+":"+this.ServerPort+" Error: " + this.sock.Error);
this.HandleException(StatusCode.ExceptionOnReceive);
break;
}
else
{
byte[] inBuff = this.sock.Recv();
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 (this.ReportDebugOfLevel(DebugLevel.ALL))
{
this.Listener.DebugReturn(DebugLevel.ALL, "TCP << " + inBuff.Length + " = " + SupportClassPun.ByteArrayToString(inBuff));
}
if (inBuff.Length > 0)
{
try
{
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.ServerAddress + "' Exception: " + e);
}
this.HandleException(StatusCode.ExceptionOnReceive);
}
}
}
}
}
}
this.Disconnect();
}
}
internal class MonoBehaviourExt : MonoBehaviour {}
}
#endif