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#if UNITY_WEBGL || WEBSOCKET || ((UNITY_XBOXONE || UNITY_GAMECORE) && UNITY_EDITOR)
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// --------------------------------------------------------------------------------------------------------------------
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// <summary>
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// Provided originally by Unity to cover WebSocket support in WebGL and the Editor. Modified by Exit Games GmbH.
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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namespace ExitGames.Client.Photon
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{
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using System;
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using System.Text;
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#if UNITY_WEBGL && !UNITY_EDITOR
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using System.Runtime.InteropServices;
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#else
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using WebSocketSharp;
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using System.Collections.Generic;
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using System.Security.Authentication;
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#endif
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public class WebSocket
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{
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private Uri mUrl;
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/// <summary>Photon uses this to agree on a serialization protocol. Either: GpBinaryV16 or GpBinaryV18. Based on enum SerializationProtocol.</summary>
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private string protocols = "GpBinaryV16";
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public WebSocket(Uri url, string serialization = null)
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{
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this.mUrl = url;
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if (serialization != null)
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{
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this.protocols = serialization;
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}
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string protocol = mUrl.Scheme;
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if (!protocol.Equals("ws") && !protocol.Equals("wss"))
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throw new ArgumentException("Unsupported protocol: " + protocol);
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}
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public void SendString(string str)
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{
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Send(Encoding.UTF8.GetBytes (str));
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}
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public string RecvString()
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{
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byte[] retval = Recv();
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if (retval == null)
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return null;
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return Encoding.UTF8.GetString (retval);
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}
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#if UNITY_WEBGL && !UNITY_EDITOR
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[DllImport("__Internal")]
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private static extern int SocketCreate (string url, string protocols);
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[DllImport("__Internal")]
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private static extern int SocketState (int socketInstance);
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[DllImport("__Internal")]
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private static extern void SocketSend (int socketInstance, byte[] ptr, int length);
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[DllImport("__Internal")]
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private static extern void SocketRecv (int socketInstance, byte[] ptr, int length);
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[DllImport("__Internal")]
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private static extern int SocketRecvLength (int socketInstance);
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[DllImport("__Internal")]
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private static extern void SocketClose (int socketInstance);
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[DllImport("__Internal")]
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private static extern int SocketError (int socketInstance, byte[] ptr, int length);
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int m_NativeRef = 0;
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public void Send(byte[] buffer)
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{
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SocketSend (m_NativeRef, buffer, buffer.Length);
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}
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public byte[] Recv()
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{
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int length = SocketRecvLength (m_NativeRef);
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if (length == 0)
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return null;
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byte[] buffer = new byte[length];
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SocketRecv (m_NativeRef, buffer, length);
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return buffer;
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}
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public void Connect()
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{
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m_NativeRef = SocketCreate (mUrl.ToString(), this.protocols);
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//while (SocketState(m_NativeRef) == 0)
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// yield return 0;
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}
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public void Close()
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{
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SocketClose(m_NativeRef);
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}
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public bool Connected
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{
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get { return SocketState(m_NativeRef) != 0; }
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}
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public string Error
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{
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get {
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const int bufsize = 1024;
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byte[] buffer = new byte[bufsize];
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int result = SocketError (m_NativeRef, buffer, bufsize);
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if (result == 0)
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return null;
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return Encoding.UTF8.GetString (buffer);
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}
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}
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#else
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WebSocketSharp.WebSocket m_Socket;
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Queue<byte[]> m_Messages = new Queue<byte[]>();
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bool m_IsConnected = false;
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string m_Error = null;
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public void Connect()
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{
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m_Socket = new WebSocketSharp.WebSocket(mUrl.ToString(), new string[] { this.protocols });
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m_Socket.SslConfiguration.EnabledSslProtocols = m_Socket.SslConfiguration.EnabledSslProtocols | (SslProtocols)(3072| 768);
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m_Socket.OnMessage += (sender, e) => m_Messages.Enqueue(e.RawData);
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m_Socket.OnOpen += (sender, e) => m_IsConnected = true;
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//this.m_Socket.Log.Level = LogLevel.Debug;
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//this.m_Socket.Log.Output += Output;
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this.m_Socket.OnClose += SocketOnClose;
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m_Socket.OnError += (sender, e) => m_Error = e.Message + (e.Exception == null ? "" : " / " + e.Exception);
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m_Socket.ConnectAsync();
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}
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private void SocketOnClose(object sender, CloseEventArgs e)
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{
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//UnityEngine.Debug.Log(e.Code.ToString());
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// this code is used for cases when the socket failed to get created (specifically used to detect "blocked by Windows firewall")
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// for some reason this situation is not calling OnError
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if (e.Code == 1006)
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{
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this.m_Error = e.Reason;
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this.m_IsConnected = false;
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}
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}
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public bool Connected { get { return m_IsConnected; } }// added by TS
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public void Send(byte[] buffer)
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{
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m_Socket.Send(buffer);
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}
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public byte[] Recv()
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{
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if (m_Messages.Count == 0)
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return null;
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return m_Messages.Dequeue();
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}
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public void Close()
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{
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m_Socket.Close();
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}
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public string Error
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{
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get
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{
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return m_Error;
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}
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}
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#endif
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}
|
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}
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#endif
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