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// ----------------------------------------------------------------------------------------------------------------------
// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
// <remarks>ChatClient is the main class of this api.</remarks>
// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright>
// ----------------------------------------------------------------------------------------------------------------------
#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif
namespace Photon.Chat
{
using System;
using System.Collections.Generic;
using System.Diagnostics;
using ExitGames.Client.Photon;
#if SUPPORTED_UNITY || NETFX_CORE
using Hashtable = ExitGames.Client.Photon.Hashtable;
using SupportClass = ExitGames.Client.Photon.SupportClass;
#endif
/// <summary>Central class of the Photon Chat API to connect, handle channels and messages.</summary>
/// <remarks>
/// This class must be instantiated with a IChatClientListener instance to get the callbacks.
/// Integrate it into your game loop by calling Service regularly. If the target platform supports Threads/Tasks,
/// set UseBackgroundWorkerForSending = true, to let the ChatClient keep the connection by sending from
/// an independent thread.
///
/// Call Connect with an AppId that is setup as Photon Chat application. Note: Connect covers multiple
/// messages between this client and the servers. A short workflow will connect you to a chat server.
///
/// Each ChatClient resembles a user in chat (set in Connect). Each user automatically subscribes a channel
/// for incoming private messages and can message any other user privately.
/// Before you publish messages in any non-private channel, that channel must be subscribed.
///
/// PublicChannels is a list of subscribed channels, containing messages and senders.
/// PrivateChannels contains all incoming and sent private messages.
/// </remarks>
public class ChatClient : IPhotonPeerListener
{
const int FriendRequestListMax = 1024;
/// <summary> Default maximum value possible for <see cref="ChatChannel.MaxSubscribers"/> when <see cref="ChatChannel.PublishSubscribers"/> is enabled</summary>
public const int DefaultMaxSubscribers = 100;
private const byte HttpForwardWebFlag = 0x01;
/// <summary>Enables a fallback to another protocol in case a connect to the Name Server fails.</summary>
/// <remarks>
/// When connecting to the Name Server fails for a first time, the client will select an alternative
/// network protocol and re-try to connect.
///
/// The fallback will use the default Name Server port as defined by ProtocolToNameServerPort.
///
/// The fallback for TCP is UDP. All other protocols fallback to TCP.
/// </remarks>
public bool EnableProtocolFallback { get; set; }
/// <summary>The address of last connected Name Server.</summary>
public string NameServerAddress { get; private set; }
/// <summary>The address of the actual chat server assigned from NameServer. Public for read only.</summary>
public string FrontendAddress { get; private set; }
/// <summary>Region used to connect to. Currently all chat is done in EU. It can make sense to use only one region for the whole game.</summary>
private string chatRegion = "EU";
/// <summary>Settable only before you connect! Defaults to "EU".</summary>
public string ChatRegion
{
get { return this.chatRegion; }
set { this.chatRegion = value; }
}
/// <summary>Current state of the ChatClient. Also use CanChat.</summary>
public ChatState State { get; private set; }
/// <summary> Disconnection cause. Check this inside <see cref="IChatClientListener.OnDisconnected"/>. </summary>
public ChatDisconnectCause DisconnectedCause { get; private set; }
/// <summary>
/// Checks if this client is ready to send messages.
/// </summary>
public bool CanChat
{
get { return this.State == ChatState.ConnectedToFrontEnd && this.HasPeer; }
}
/// <summary>
/// Checks if this client is ready to publish messages inside a public channel.
/// </summary>
/// <param name="channelName">The channel to do the check with.</param>
/// <returns>Whether or not this client is ready to publish messages inside the public channel with the specified channelName.</returns>
public bool CanChatInChannel(string channelName)
{
return this.CanChat && this.PublicChannels.ContainsKey(channelName) && !this.PublicChannelsUnsubscribing.Contains(channelName);
}
private bool HasPeer
{
get { return this.chatPeer != null; }
}
/// <summary>The version of your client. A new version also creates a new "virtual app" to separate players from older client versions.</summary>
public string AppVersion { get; private set; }
/// <summary>The AppID as assigned from the Photon Cloud.</summary>
public string AppId { get; private set; }
/// <summary>Settable only before you connect!</summary>
public AuthenticationValues AuthValues { get; set; }
/// <summary>The unique ID of a user/person, stored in AuthValues.UserId. Set it before you connect.</summary>
/// <remarks>
/// This value wraps AuthValues.UserId.
/// It's not a nickname and we assume users with the same userID are the same person.</remarks>
public string UserId
{
get
{
return (this.AuthValues != null) ? this.AuthValues.UserId : null;
}
private set
{
if (this.AuthValues == null)
{
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.UserId = value;
}
}
/// <summary>If greater than 0, new channels will limit the number of messages they cache locally.</summary>
/// <remarks>
/// This can be useful to limit the amount of memory used by chats.
/// You can set a MessageLimit per channel but this value gets applied to new ones.
///
/// Note:
/// Changing this value, does not affect ChatChannels that are already in use!
/// </remarks>
public int MessageLimit;
/// <summary>Limits the number of messages from private channel histories.</summary>
/// <remarks>
/// This is applied to all private channels on reconnect, as there is no explicit re-joining private channels.<br/>
/// Default is -1, which gets available messages up to a maximum set by the server.<br/>
/// A value of 0 gets you zero messages.<br/>
/// The server's limit of messages may be lower. If so, the server's value will overrule this.<br/>
/// </remarks>
public int PrivateChatHistoryLength = -1;
/// <summary> Public channels this client is subscribed to. </summary>
public readonly Dictionary<string, ChatChannel> PublicChannels;
/// <summary> Private channels in which this client has exchanged messages. </summary>
public readonly Dictionary<string, ChatChannel> PrivateChannels;
// channels being in unsubscribing process
// items will be removed on successful unsubscription or subscription (the latter required after attempt to unsubscribe from not existing channel)
private readonly HashSet<string> PublicChannelsUnsubscribing;
private readonly IChatClientListener listener = null;
/// <summary> The Chat Peer used by this client. </summary>
public ChatPeer chatPeer = null;
private const string ChatAppName = "chat";
private bool didAuthenticate;
private int? statusToSetWhenConnected;
private object messageToSetWhenConnected;
private int msDeltaForServiceCalls = 50;
private int msTimestampOfLastServiceCall;
/// <summary>Defines if a background thread will call SendOutgoingCommands, while your code calls Service to dispatch received messages.</summary>
/// <remarks>
/// The benefit of using a background thread to call SendOutgoingCommands is this:
///
/// Even if your game logic is being paused, the background thread will keep the connection to the server up.
/// On a lower level, acknowledgements and pings will prevent a server-side timeout while (e.g.) Unity loads assets.
///
/// Your game logic still has to call Service regularly, or else incoming messages are not dispatched.
/// As this typically triggers UI updates, it's easier to call Service from the main/UI thread.
/// </remarks>
public bool UseBackgroundWorkerForSending { get; set; }
/// <summary>Exposes the TransportProtocol of the used PhotonPeer. Settable while not connected.</summary>
public ConnectionProtocol TransportProtocol
{
get { return this.chatPeer.TransportProtocol; }
set
{
if (this.chatPeer == null || this.chatPeer.PeerState != PeerStateValue.Disconnected)
{
this.listener.DebugReturn(DebugLevel.WARNING, "Can't set TransportProtocol. Disconnect first! " + ((this.chatPeer != null) ? "PeerState: " + this.chatPeer.PeerState : "The chatPeer is null."));
return;
}
this.chatPeer.TransportProtocol = value;
}
}
/// <summary>Defines which IPhotonSocket class to use per ConnectionProtocol.</summary>
/// <remarks>
/// Several platforms have special Socket implementations and slightly different APIs.
/// To accomodate this, switching the socket implementation for a network protocol was made available.
/// By default, UDP and TCP have socket implementations assigned.
///
/// You only need to set the SocketImplementationConfig once, after creating a PhotonPeer
/// and before connecting. If you switch the TransportProtocol, the correct implementation is being used.
/// </remarks>
public Dictionary<ConnectionProtocol, Type> SocketImplementationConfig
{
get { return this.chatPeer.SocketImplementationConfig; }
}
/// <summary>
/// Chat client constructor.
/// </summary>
/// <param name="listener">The chat listener implementation.</param>
/// <param name="protocol">Connection protocol to be used by this client. Default is <see cref="ConnectionProtocol.Udp"/>.</param>
public ChatClient(IChatClientListener listener, ConnectionProtocol protocol = ConnectionProtocol.Udp)
{
this.listener = listener;
this.State = ChatState.Uninitialized;
this.chatPeer = new ChatPeer(this, protocol);
this.chatPeer.SerializationProtocolType = SerializationProtocol.GpBinaryV18;
this.PublicChannels = new Dictionary<string, ChatChannel>();
this.PrivateChannels = new Dictionary<string, ChatChannel>();
this.PublicChannelsUnsubscribing = new HashSet<string>();
}
public bool ConnectUsingSettings(ChatAppSettings appSettings)
{
if (appSettings == null)
{
this.listener.DebugReturn(DebugLevel.ERROR, "ConnectUsingSettings failed. The appSettings can't be null.'");
return false;
}
if (!string.IsNullOrEmpty(appSettings.FixedRegion))
{
this.ChatRegion = appSettings.FixedRegion;
}
this.DebugOut = appSettings.NetworkLogging;
this.TransportProtocol = appSettings.Protocol;
this.EnableProtocolFallback = appSettings.EnableProtocolFallback;
if (!appSettings.IsDefaultNameServer)
{
this.chatPeer.NameServerHost = appSettings.Server;
this.chatPeer.NameServerPortOverride = appSettings.Port;
}
return this.Connect(appSettings.AppIdChat, appSettings.AppVersion, this.AuthValues);
}
/// <summary>
/// Connects this client to the Photon Chat Cloud service, which will also authenticate the user (and set a UserId).
/// </summary>
/// <param name="appId">Get your Photon Chat AppId from the <a href="https://dashboard.photonengine.com">Dashboard</a>.</param>
/// <param name="appVersion">Any version string you make up. Used to separate users and variants of your clients, which might be incompatible.</param>
/// <param name="authValues">Values for authentication. You can leave this null, if you set a UserId before. If you set authValues, they will override any UserId set before.</param>
/// <returns></returns>
public bool Connect(string appId, string appVersion, AuthenticationValues authValues)
{
this.chatPeer.TimePingInterval = 3000;
this.DisconnectedCause = ChatDisconnectCause.None;
if (authValues != null)
{
this.AuthValues = authValues;
}
this.AppId = appId;
this.AppVersion = appVersion;
this.didAuthenticate = false;
this.chatPeer.QuickResendAttempts = 2;
this.chatPeer.SentCountAllowance = 7;
// clean all channels
this.PublicChannels.Clear();
this.PrivateChannels.Clear();
this.PublicChannelsUnsubscribing.Clear();
#if UNITY_WEBGL
if (this.TransportProtocol == ConnectionProtocol.Tcp || this.TransportProtocol == ConnectionProtocol.Udp)
{
this.listener.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
}
#endif
this.NameServerAddress = this.chatPeer.NameServerAddress;
bool isConnecting = this.chatPeer.Connect();
if (isConnecting)
{
this.State = ChatState.ConnectingToNameServer;
}
if (this.UseBackgroundWorkerForSending)
{
#if UNITY_SWITCH
SupportClass.StartBackgroundCalls(this.SendOutgoingInBackground, this.msDeltaForServiceCalls); // as workaround, we don't name the Thread.
#else
SupportClass.StartBackgroundCalls(this.SendOutgoingInBackground, this.msDeltaForServiceCalls, "ChatClient Service Thread");
#endif
}
return isConnecting;
}
/// <summary>
/// Connects this client to the Photon Chat Cloud service, which will also authenticate the user (and set a UserId).
/// This also sets an online status once connected. By default it will set user status to <see cref="ChatUserStatus.Online"/>.
/// See <see cref="SetOnlineStatus(int,object)"/> for more information.
/// </summary>
/// <param name="appId">Get your Photon Chat AppId from the <a href="https://dashboard.photonengine.com">Dashboard</a>.</param>
/// <param name="appVersion">Any version string you make up. Used to separate users and variants of your clients, which might be incompatible.</param>
/// <param name="authValues">Values for authentication. You can leave this null, if you set a UserId before. If you set authValues, they will override any UserId set before.</param>
/// <param name="status">User status to set when connected. Predefined states are in class <see cref="ChatUserStatus"/>. Other values can be used at will.</param>
/// <param name="message">Optional status Also sets a status-message which your friends can get.</param>
/// <returns>If the connection attempt could be sent at all.</returns>
public bool ConnectAndSetStatus(string appId, string appVersion, AuthenticationValues authValues,
int status = ChatUserStatus.Online, object message = null)
{
statusToSetWhenConnected = status;
messageToSetWhenConnected = message;
return Connect(appId, appVersion, authValues);
}
/// <summary>
/// Must be called regularly to keep connection between client and server alive and to process incoming messages.
/// </summary>
/// <remarks>
/// This method limits the effort it does automatically using the private variable msDeltaForServiceCalls.
/// That value is lower for connect and multiplied by 4 when chat-server connection is ready.
/// </remarks>
public void Service()
{
// Dispatch until every already-received message got dispatched
while (this.HasPeer && this.chatPeer.DispatchIncomingCommands())
{
}
// if there is no background thread for sending, Service() will do that as well, in intervals
if (!this.UseBackgroundWorkerForSending)
{
if (Environment.TickCount - this.msTimestampOfLastServiceCall > this.msDeltaForServiceCalls || this.msTimestampOfLastServiceCall == 0)
{
this.msTimestampOfLastServiceCall = Environment.TickCount;
while (this.HasPeer && this.chatPeer.SendOutgoingCommands())
{
}
}
}
}
/// <summary>
/// Called by a separate thread, this sends outgoing commands of this peer, as long as it's connected.
/// </summary>
/// <returns>True as long as the client is not disconnected.</returns>
private bool SendOutgoingInBackground()
{
while (this.HasPeer && this.chatPeer.SendOutgoingCommands())
{
}
return this.State != ChatState.Disconnected;
}
/// <summary> Obsolete: Better use UseBackgroundWorkerForSending and Service(). </summary>
[Obsolete("Better use UseBackgroundWorkerForSending and Service().")]
public void SendAcksOnly()
{
if (this.HasPeer) this.chatPeer.SendAcksOnly();
}
/// <summary>
/// Disconnects from the Chat Server by sending a "disconnect command", which prevents a timeout server-side.
/// </summary>
public void Disconnect(ChatDisconnectCause cause = ChatDisconnectCause.DisconnectByClientLogic)
{
if (this.HasPeer && this.chatPeer.PeerState != PeerStateValue.Disconnected)
{
this.State = ChatState.Disconnecting;
this.DisconnectedCause = cause;
this.chatPeer.Disconnect();
}
}
/// <summary>
/// Locally shuts down the connection to the Chat Server. This resets states locally but the server will have to timeout this peer.
/// </summary>
public void StopThread()
{
if (this.HasPeer)
{
this.chatPeer.StopThread();
}
}
/// <summary>Sends operation to subscribe to a list of channels by name.</summary>
/// <param name="channels">List of channels to subscribe to. Avoid null or empty values.</param>
/// <returns>If the operation could be sent at all (Example: Fails if not connected to Chat Server).</returns>
public bool Subscribe(string[] channels)
{
return this.Subscribe(channels, 0);
}
/// <summary>
/// Sends operation to subscribe to a list of channels by name and possibly retrieve messages we did not receive while unsubscribed.
/// </summary>
/// <param name="channels">List of channels to subscribe to. Avoid null or empty values.</param>
/// <param name="lastMsgIds">ID of last message received per channel. Useful when re subscribing to receive only messages we missed.</param>
/// <returns>If the operation could be sent at all (Example: Fails if not connected to Chat Server).</returns>
public bool Subscribe(string[] channels, int[] lastMsgIds)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe called while not connected to front end server.");
}
return false;
}
if (channels == null || channels.Length == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "Subscribe can't be called for empty or null channels-list.");
}
return false;
}
for (int i = 0; i < channels.Length; i++)
{
if (string.IsNullOrEmpty(channels[i]))
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Subscribe can't be called with a null or empty channel name at index {0}.", i));
}
return false;
}
}
if (lastMsgIds == null || lastMsgIds.Length != channels.Length)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe can't be called when \"lastMsgIds\" array is null or does not have the same length as \"channels\" array.");
}
return false;
}
Dictionary<byte, object> opParameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Channels, channels },
{ ChatParameterCode.MsgIds, lastMsgIds},
{ ChatParameterCode.HistoryLength, -1 } // server will decide how many messages to send to client
};
return this.chatPeer.SendOperation(ChatOperationCode.Subscribe, opParameters, SendOptions.SendReliable);
}
/// <summary>
/// Sends operation to subscribe client to channels, optionally fetching a number of messages from the cache.
/// </summary>
/// <remarks>
/// Subscribes channels will forward new messages to this user. Use PublishMessage to do so.
/// The messages cache is limited but can be useful to get into ongoing conversations, if that's needed.
/// </remarks>
/// <param name="channels">List of channels to subscribe to. Avoid null or empty values.</param>
/// <param name="messagesFromHistory">0: no history. 1 and higher: number of messages in history. -1: all available history.</param>
/// <returns>If the operation could be sent at all (Example: Fails if not connected to Chat Server).</returns>
public bool Subscribe(string[] channels, int messagesFromHistory)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe called while not connected to front end server.");
}
return false;
}
if (channels == null || channels.Length == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "Subscribe can't be called for empty or null channels-list.");
}
return false;
}
return this.SendChannelOperation(channels, (byte)ChatOperationCode.Subscribe, messagesFromHistory);
}
/// <summary>Unsubscribes from a list of channels, which stops getting messages from those.</summary>
/// <remarks>
/// The client will remove these channels from the PublicChannels dictionary once the server sent a response to this request.
///
/// The request will be sent to the server and IChatClientListener.OnUnsubscribed gets called when the server
/// actually removed the channel subscriptions.
///
/// Unsubscribe will fail if you include null or empty channel names.
/// </remarks>
/// <param name="channels">Names of channels to unsubscribe.</param>
/// <returns>False, if not connected to a chat server.</returns>
public bool Unsubscribe(string[] channels)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Unsubscribe called while not connected to front end server.");
}
return false;
}
if (channels == null || channels.Length == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "Unsubscribe can't be called for empty or null channels-list.");
}
return false;
}
foreach (string ch in channels)
{
this.PublicChannelsUnsubscribing.Add(ch);
}
return this.SendChannelOperation(channels, ChatOperationCode.Unsubscribe, 0);
}
/// <summary>Sends a message to a public channel which this client subscribed to.</summary>
/// <remarks>
/// Before you publish to a channel, you have to subscribe it.
/// Everyone in that channel will get the message.
/// </remarks>
/// <param name="channelName">Name of the channel to publish to.</param>
/// <param name="message">Your message (string or any serializable data).</param>
/// <param name="forwardAsWebhook">Optionally, public messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.</param>
/// <returns>False if the client is not yet ready to send messages.</returns>
public bool PublishMessage(string channelName, object message, bool forwardAsWebhook = false)
{
return this.publishMessage(channelName, message, true, forwardAsWebhook);
}
internal bool PublishMessageUnreliable(string channelName, object message, bool forwardAsWebhook = false)
{
return this.publishMessage(channelName, message, false, forwardAsWebhook);
}
private bool publishMessage(string channelName, object message, bool reliable, bool forwardAsWebhook = false)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "PublishMessage called while not connected to front end server.");
}
return false;
}
if (string.IsNullOrEmpty(channelName) || message == null)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "PublishMessage parameters must be non-null and not empty.");
}
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ (byte)ChatParameterCode.Channel, channelName },
{ (byte)ChatParameterCode.Message, message }
};
if (forwardAsWebhook)
{
parameters.Add(ChatParameterCode.WebFlags, (byte)0x1);
}
return this.chatPeer.SendOperation(ChatOperationCode.Publish, parameters, new SendOptions() { Reliability = reliable });
}
/// <summary>
/// Sends a private message to a single target user. Calls OnPrivateMessage on the receiving client.
/// </summary>
/// <param name="target">Username to send this message to.</param>
/// <param name="message">The message you want to send. Can be a simple string or anything serializable.</param>
/// <param name="forwardAsWebhook">Optionally, private messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.</param>
/// <returns>True if this clients can send the message to the server.</returns>
public bool SendPrivateMessage(string target, object message, bool forwardAsWebhook = false)
{
return this.SendPrivateMessage(target, message, false, forwardAsWebhook);
}
/// <summary>
/// Sends a private message to a single target user. Calls OnPrivateMessage on the receiving client.
/// </summary>
/// <param name="target">Username to send this message to.</param>
/// <param name="message">The message you want to send. Can be a simple string or anything serializable.</param>
/// <param name="encrypt">Optionally, private messages can be encrypted. Encryption is not end-to-end as the server decrypts the message.</param>
/// <param name="forwardAsWebhook">Optionally, private messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.</param>
/// <returns>True if this clients can send the message to the server.</returns>
public bool SendPrivateMessage(string target, object message, bool encrypt, bool forwardAsWebhook)
{
return this.sendPrivateMessage(target, message, encrypt, true, forwardAsWebhook);
}
internal bool SendPrivateMessageUnreliable(string target, object message, bool encrypt, bool forwardAsWebhook = false)
{
return this.sendPrivateMessage(target, message, encrypt, false, forwardAsWebhook);
}
private bool sendPrivateMessage(string target, object message, bool encrypt, bool reliable, bool forwardAsWebhook = false)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "SendPrivateMessage called while not connected to front end server.");
}
return false;
}
if (string.IsNullOrEmpty(target) || message == null)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "SendPrivateMessage parameters must be non-null and not empty.");
}
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.UserId, target },
{ ChatParameterCode.Message, message }
};
if (forwardAsWebhook)
{
parameters.Add(ChatParameterCode.WebFlags, (byte)0x1);
}
return this.chatPeer.SendOperation(ChatOperationCode.SendPrivate, parameters, new SendOptions() { Reliability = reliable, Encrypt = encrypt });
}
/// <summary>Sets the user's status (pre-defined or custom) and an optional message.</summary>
/// <remarks>
/// The predefined status values can be found in class ChatUserStatus.
/// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
///
/// You can set custom values in the status integer. Aside from the pre-configured ones,
/// all states will be considered visible and online. Else, no one would see the custom state.
///
/// The message object can be anything that Photon can serialize, including (but not limited to)
/// Hashtable, object[] and string. This value is defined by your own conventions.
/// </remarks>
/// <param name="status">Predefined states are in class ChatUserStatus. Other values can be used at will.</param>
/// <param name="message">Optional string message or null.</param>
/// <param name="skipMessage">If true, the message gets ignored. It can be null but won't replace any current message.</param>
/// <returns>True if the operation gets called on the server.</returns>
private bool SetOnlineStatus(int status, object message, bool skipMessage)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "SetOnlineStatus called while not connected to front end server.");
}
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Status, status },
};
if (skipMessage)
{
parameters[ChatParameterCode.SkipMessage] = true;
}
else
{
parameters[ChatParameterCode.Message] = message;
}
return this.chatPeer.SendOperation(ChatOperationCode.UpdateStatus, parameters, SendOptions.SendReliable);
}
/// <summary>Sets the user's status without changing your status-message.</summary>
/// <remarks>
/// The predefined status values can be found in class ChatUserStatus.
/// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
///
/// You can set custom values in the status integer. Aside from the pre-configured ones,
/// all states will be considered visible and online. Else, no one would see the custom state.
///
/// This overload does not change the set message.
/// </remarks>
/// <param name="status">Predefined states are in class ChatUserStatus. Other values can be used at will.</param>
/// <returns>True if the operation gets called on the server.</returns>
public bool SetOnlineStatus(int status)
{
return this.SetOnlineStatus(status, null, true);
}
/// <summary>Sets the user's status without changing your status-message.</summary>
/// <remarks>
/// The predefined status values can be found in class ChatUserStatus.
/// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
///
/// You can set custom values in the status integer. Aside from the pre-configured ones,
/// all states will be considered visible and online. Else, no one would see the custom state.
///
/// The message object can be anything that Photon can serialize, including (but not limited to)
/// Hashtable, object[] and string. This value is defined by your own conventions.
/// </remarks>
/// <param name="status">Predefined states are in class ChatUserStatus. Other values can be used at will.</param>
/// <param name="message">Also sets a status-message which your friends can get.</param>
/// <returns>True if the operation gets called on the server.</returns>
public bool SetOnlineStatus(int status, object message)
{
return this.SetOnlineStatus(status, message, false);
}
/// <summary>
/// Adds friends to a list on the Chat Server which will send you status updates for those.
/// </summary>
/// <remarks>
/// AddFriends and RemoveFriends enable clients to handle their friend list
/// in the Photon Chat server. Having users on your friends list gives you access
/// to their current online status (and whatever info your client sets in it).
///
/// Each user can set an online status consisting of an integer and an arbitrary
/// (serializable) object. The object can be null, Hashtable, object[] or anything
/// else Photon can serialize.
///
/// The status is published automatically to friends (anyone who set your user ID
/// with AddFriends).
///
/// Photon flushes friends-list when a chat client disconnects, so it has to be
/// set each time. If your community API gives you access to online status already,
/// you could filter and set online friends in AddFriends.
///
/// Actual friend relations are not persistent and have to be stored outside
/// of Photon.
/// </remarks>
/// <param name="friends">Array of friend userIds.</param>
/// <returns>If the operation could be sent.</returns>
public bool AddFriends(string[] friends)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "AddFriends called while not connected to front end server.");
}
return false;
}
if (friends == null || friends.Length == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "AddFriends can't be called for empty or null list.");
}
return false;
}
if (friends.Length > FriendRequestListMax)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "AddFriends max list size exceeded: " + friends.Length + " > " + FriendRequestListMax);
}
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Friends, friends },
};
return this.chatPeer.SendOperation(ChatOperationCode.AddFriends, parameters, SendOptions.SendReliable);
}
/// <summary>
/// Removes the provided entries from the list on the Chat Server and stops their status updates.
/// </summary>
/// <remarks>
/// Photon flushes friends-list when a chat client disconnects. Unless you want to
/// remove individual entries, you don't have to RemoveFriends.
///
/// AddFriends and RemoveFriends enable clients to handle their friend list
/// in the Photon Chat server. Having users on your friends list gives you access
/// to their current online status (and whatever info your client sets in it).
///
/// Each user can set an online status consisting of an integer and an arbitratry
/// (serializable) object. The object can be null, Hashtable, object[] or anything
/// else Photon can serialize.
///
/// The status is published automatically to friends (anyone who set your user ID
/// with AddFriends).
///
/// Photon flushes friends-list when a chat client disconnects, so it has to be
/// set each time. If your community API gives you access to online status already,
/// you could filter and set online friends in AddFriends.
///
/// Actual friend relations are not persistent and have to be stored outside
/// of Photon.
///
/// AddFriends and RemoveFriends enable clients to handle their friend list
/// in the Photon Chat server. Having users on your friends list gives you access
/// to their current online status (and whatever info your client sets in it).
///
/// Each user can set an online status consisting of an integer and an arbitratry
/// (serializable) object. The object can be null, Hashtable, object[] or anything
/// else Photon can serialize.
///
/// The status is published automatically to friends (anyone who set your user ID
/// with AddFriends).
///
///
/// Actual friend relations are not persistent and have to be stored outside
/// of Photon.
/// </remarks>
/// <param name="friends">Array of friend userIds.</param>
/// <returns>If the operation could be sent.</returns>
public bool RemoveFriends(string[] friends)
{
if (!this.CanChat)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "RemoveFriends called while not connected to front end server.");
}
return false;
}
if (friends == null || friends.Length == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "RemoveFriends can't be called for empty or null list.");
}
return false;
}
if (friends.Length > FriendRequestListMax)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "RemoveFriends max list size exceeded: " + friends.Length + " > " + FriendRequestListMax);
}
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Friends, friends },
};
return this.chatPeer.SendOperation(ChatOperationCode.RemoveFriends, parameters, SendOptions.SendReliable);
}
/// <summary>
/// Get you the (locally used) channel name for the chat between this client and another user.
/// </summary>
/// <param name="userName">Remote user's name or UserId.</param>
/// <returns>The (locally used) channel name for a private channel.</returns>
/// <remarks>Do not subscribe to this channel.
/// Private channels do not need to be explicitly subscribed to.
/// Use this for debugging purposes mainly.</remarks>
public string GetPrivateChannelNameByUser(string userName)
{
return string.Format("{0}:{1}", this.UserId, userName);
}
/// <summary>
/// Simplified access to either private or public channels by name.
/// </summary>
/// <param name="channelName">Name of the channel to get. For private channels, the channel-name is composed of both user's names.</param>
/// <param name="isPrivate">Define if you expect a private or public channel.</param>
/// <param name="channel">Out parameter gives you the found channel, if any.</param>
/// <returns>True if the channel was found.</returns>
/// <remarks>Public channels exist only when subscribed to them.
/// Private channels exist only when at least one message is exchanged with the target user privately.</remarks>
public bool TryGetChannel(string channelName, bool isPrivate, out ChatChannel channel)
{
if (!isPrivate)
{
return this.PublicChannels.TryGetValue(channelName, out channel);
}
else
{
return this.PrivateChannels.TryGetValue(channelName, out channel);
}
}
/// <summary>
/// Simplified access to all channels by name. Checks public channels first, then private ones.
/// </summary>
/// <param name="channelName">Name of the channel to get.</param>
/// <param name="channel">Out parameter gives you the found channel, if any.</param>
/// <returns>True if the channel was found.</returns>
/// <remarks>Public channels exist only when subscribed to them.
/// Private channels exist only when at least one message is exchanged with the target user privately.</remarks>
public bool TryGetChannel(string channelName, out ChatChannel channel)
{
bool found = false;
found = this.PublicChannels.TryGetValue(channelName, out channel);
if (found) return true;
found = this.PrivateChannels.TryGetValue(channelName, out channel);
return found;
}
/// <summary>
/// Simplified access to private channels by target user.
/// </summary>
/// <param name="userId">UserId of the target user in the private channel.</param>
/// <param name="channel">Out parameter gives you the found channel, if any.</param>
/// <returns>True if the channel was found.</returns>
public bool TryGetPrivateChannelByUser(string userId, out ChatChannel channel)
{
channel = null;
if (string.IsNullOrEmpty(userId))
{
return false;
}
string channelName = this.GetPrivateChannelNameByUser(userId);
return this.TryGetChannel(channelName, true, out channel);
}
/// <summary>
/// Sets the level (and amount) of debug output provided by the library.
/// </summary>
/// <remarks>
/// This affects the callbacks to IChatClientListener.DebugReturn.
/// Default Level: Error.
/// </remarks>
public DebugLevel DebugOut
{
set { this.chatPeer.DebugOut = value; }
get { return this.chatPeer.DebugOut; }
}
#region Private methods area
#region IPhotonPeerListener implementation
void IPhotonPeerListener.DebugReturn(DebugLevel level, string message)
{
this.listener.DebugReturn(level, message);
}
void IPhotonPeerListener.OnEvent(EventData eventData)
{
switch (eventData.Code)
{
case ChatEventCode.ChatMessages:
this.HandleChatMessagesEvent(eventData);
break;
case ChatEventCode.PrivateMessage:
this.HandlePrivateMessageEvent(eventData);
break;
case ChatEventCode.StatusUpdate:
this.HandleStatusUpdate(eventData);
break;
case ChatEventCode.Subscribe:
this.HandleSubscribeEvent(eventData);
break;
case ChatEventCode.Unsubscribe:
this.HandleUnsubscribeEvent(eventData);
break;
case ChatEventCode.UserSubscribed:
this.HandleUserSubscribedEvent(eventData);
break;
case ChatEventCode.UserUnsubscribed:
this.HandleUserUnsubscribedEvent(eventData);
break;
#if CHAT_EXTENDED
case ChatEventCode.PropertiesChanged:
this.HandlePropertiesChanged(eventData);
break;
case ChatEventCode.ErrorInfo:
this.HandleErrorInfoEvent(eventData);
break;
#endif
}
}
void IPhotonPeerListener.OnOperationResponse(OperationResponse operationResponse)
{
switch (operationResponse.OperationCode)
{
case (byte)ChatOperationCode.Authenticate:
this.HandleAuthResponse(operationResponse);
break;
// the following operations usually don't return useful data and no error.
case (byte)ChatOperationCode.Subscribe:
case (byte)ChatOperationCode.Unsubscribe:
case (byte)ChatOperationCode.Publish:
case (byte)ChatOperationCode.SendPrivate:
default:
if ((operationResponse.ReturnCode != 0) && (this.DebugOut >= DebugLevel.ERROR))
{
if (operationResponse.ReturnCode == -2)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Chat Operation {0} unknown on server. Check your AppId and make sure it's for a Chat application.", operationResponse.OperationCode));
}
else
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Chat Operation {0} failed (Code: {1}). Debug Message: {2}", operationResponse.OperationCode, operationResponse.ReturnCode, operationResponse.DebugMessage));
}
}
break;
}
}
void IPhotonPeerListener.OnStatusChanged(StatusCode statusCode)
{
switch (statusCode)
{
case StatusCode.Connect:
if (!this.chatPeer.IsProtocolSecure)
{
if (!this.chatPeer.EstablishEncryption())
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Error establishing encryption");
}
}
}
else
{
this.TryAuthenticateOnNameServer();
}
if (this.State == ChatState.ConnectingToNameServer)
{
this.State = ChatState.ConnectedToNameServer;
this.listener.OnChatStateChange(this.State);
}
else if (this.State == ChatState.ConnectingToFrontEnd)
{
if (!this.AuthenticateOnFrontEnd())
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Error authenticating on frontend! Check log output, AuthValues and if you're connected. State: {0}", this.State));
}
}
}
break;
case StatusCode.EncryptionEstablished:
// once encryption is available, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
this.TryAuthenticateOnNameServer();
break;
case StatusCode.Disconnect:
switch (this.State)
{
case ChatState.ConnectWithFallbackProtocol:
this.EnableProtocolFallback = false; // the client does a fallback only one time
this.chatPeer.NameServerPortOverride = 0; // resets a value in the peer only (as we change the protocol, the port has to change, too)
this.chatPeer.TransportProtocol = (this.chatPeer.TransportProtocol == ConnectionProtocol.Tcp) ? ConnectionProtocol.Udp : ConnectionProtocol.Tcp;
this.Connect(this.AppId, this.AppVersion, null);
// the client now has to return, instead of break, to avoid further processing of the disconnect call
return;
case ChatState.Authenticated:
this.ConnectToFrontEnd();
// client disconnected from nameserver after authentication
// to switch to frontend
return;
case ChatState.Disconnecting:
// expected disconnect
break;
default:
// unexpected disconnect, we log warning and stacktrace
string stacktrace = string.Empty;
#if DEBUG && !NETFX_CORE
stacktrace = new System.Diagnostics.StackTrace(true).ToString();
#endif
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Got a unexpected Disconnect in ChatState: {0}. Server: {1} Trace: {2}", this.State, this.chatPeer.ServerAddress, stacktrace));
break;
}
if (this.AuthValues != null)
{
this.AuthValues.Token = null; // when leaving the server, invalidate the secret (but not the auth values)
}
this.State = ChatState.Disconnected;
this.listener.OnChatStateChange(ChatState.Disconnected);
this.listener.OnDisconnected();
break;
case StatusCode.DisconnectByServerUserLimit:
this.listener.DebugReturn(DebugLevel.ERROR, "This connection was rejected due to the apps CCU limit.");
this.Disconnect(ChatDisconnectCause.MaxCcuReached);
break;
case StatusCode.ExceptionOnConnect:
case StatusCode.SecurityExceptionOnConnect:
case StatusCode.EncryptionFailedToEstablish:
this.DisconnectedCause = ChatDisconnectCause.ExceptionOnConnect;
// if enabled, the client can attempt to connect with another networking-protocol to check if that connects
if (this.EnableProtocolFallback && this.State == ChatState.ConnectingToNameServer)
{
this.State = ChatState.ConnectWithFallbackProtocol;
}
else
{
this.Disconnect(ChatDisconnectCause.ExceptionOnConnect);
}
break;
case StatusCode.Exception:
case StatusCode.ExceptionOnReceive:
this.Disconnect(ChatDisconnectCause.Exception);
break;
case StatusCode.DisconnectByServerTimeout:
this.Disconnect(ChatDisconnectCause.ServerTimeout);
break;
case StatusCode.DisconnectByServerLogic:
this.Disconnect(ChatDisconnectCause.DisconnectByServerLogic);
break;
case StatusCode.DisconnectByServerReasonUnknown:
this.Disconnect(ChatDisconnectCause.DisconnectByServerReasonUnknown);
break;
case StatusCode.TimeoutDisconnect:
this.DisconnectedCause = ChatDisconnectCause.ClientTimeout;
// if enabled, the client can attempt to connect with another networking-protocol to check if that connects
if (this.EnableProtocolFallback && this.State == ChatState.ConnectingToNameServer)
{
this.State = ChatState.ConnectWithFallbackProtocol;
}
else
{
this.Disconnect(ChatDisconnectCause.ClientTimeout);
}
break;
}
}
#if SDK_V4
void IPhotonPeerListener.OnMessage(object msg)
{
string channelName = null;
var receivedBytes = (byte[])msg;
var channelId = BitConverter.ToInt32(receivedBytes, 0);
var messageBytes = new byte[receivedBytes.Length - 4];
Array.Copy(receivedBytes, 4, messageBytes, 0, receivedBytes.Length - 4);
foreach (var channel in this.PublicChannels)
{
if (channel.Value.ChannelID == channelId)
{
channelName = channel.Key;
break;
}
}
if (channelName != null)
{
this.listener.DebugReturn(DebugLevel.ALL, string.Format("got OnMessage in channel {0}", channelName));
}
else
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("got OnMessage in unknown channel {0}", channelId));
}
this.listener.OnReceiveBroadcastMessage(channelName, messageBytes);
}
#endif
#endregion
private void TryAuthenticateOnNameServer()
{
if (!this.didAuthenticate)
{
this.didAuthenticate = this.chatPeer.AuthenticateOnNameServer(this.AppId, this.AppVersion, this.ChatRegion, this.AuthValues);
if (!this.didAuthenticate)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Error calling OpAuthenticate! Did not work on NameServer. Check log output, AuthValues and if you're connected. State: {0}", this.State));
}
}
}
}
private bool SendChannelOperation(string[] channels, byte operation, int historyLength)
{
Dictionary<byte, object> opParameters = new Dictionary<byte, object> { { (byte)ChatParameterCode.Channels, channels } };
if (historyLength != 0)
{
opParameters.Add((byte)ChatParameterCode.HistoryLength, historyLength);
}
return this.chatPeer.SendOperation(operation, opParameters, SendOptions.SendReliable);
}
private void HandlePrivateMessageEvent(EventData eventData)
{
//Console.WriteLine(SupportClass.DictionaryToString(eventData.Parameters));
object message = (object)eventData.Parameters[(byte)ChatParameterCode.Message];
string sender = (string)eventData.Parameters[(byte)ChatParameterCode.Sender];
int msgId = (int)eventData.Parameters[ChatParameterCode.MsgId];
string channelName;
if (this.UserId != null && this.UserId.Equals(sender))
{
string target = (string)eventData.Parameters[(byte)ChatParameterCode.UserId];
channelName = this.GetPrivateChannelNameByUser(target);
}
else
{
channelName = this.GetPrivateChannelNameByUser(sender);
}
ChatChannel channel;
if (!this.PrivateChannels.TryGetValue(channelName, out channel))
{
channel = new ChatChannel(channelName);
channel.IsPrivate = true;
channel.MessageLimit = this.MessageLimit;
this.PrivateChannels.Add(channel.Name, channel);
}
channel.Add(sender, message, msgId);
this.listener.OnPrivateMessage(sender, message, channelName);
}
private void HandleChatMessagesEvent(EventData eventData)
{
object[] messages = (object[])eventData.Parameters[(byte)ChatParameterCode.Messages];
string[] senders = (string[])eventData.Parameters[(byte)ChatParameterCode.Senders];
string channelName = (string)eventData.Parameters[(byte)ChatParameterCode.Channel];
int lastMsgId = (int)eventData.Parameters[ChatParameterCode.MsgId];
ChatChannel channel;
if (!this.PublicChannels.TryGetValue(channelName, out channel))
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "Channel " + channelName + " for incoming message event not found.");
}
return;
}
channel.Add(senders, messages, lastMsgId);
this.listener.OnGetMessages(channelName, senders, messages);
}
private void HandleSubscribeEvent(EventData eventData)
{
string[] channelsInResponse = (string[])eventData.Parameters[ChatParameterCode.Channels];
bool[] results = (bool[])eventData.Parameters[ChatParameterCode.SubscribeResults];
for (int i = 0; i < channelsInResponse.Length; i++)
{
if (results[i])
{
string channelName = channelsInResponse[i];
ChatChannel channel;
if (!this.PublicChannels.TryGetValue(channelName, out channel))
{
channel = new ChatChannel(channelName);
channel.MessageLimit = this.MessageLimit;
this.PublicChannels.Add(channel.Name, channel);
}
object temp;
if (eventData.Parameters.TryGetValue(ChatParameterCode.Properties, out temp))
{
Dictionary<object, object> channelProperties = temp as Dictionary<object, object>;
channel.ReadChannelProperties(channelProperties);
}
if (channel.PublishSubscribers) // or maybe remove check & always add anyway?
{
channel.Subscribers.Add(this.UserId);
}
if (eventData.Parameters.TryGetValue(ChatParameterCode.ChannelSubscribers, out temp))
{
string[] subscribers = temp as string[];
channel.AddSubscribers(subscribers);
}
#if CHAT_EXTENDED
if (eventData.Parameters.TryGetValue(ChatParameterCode.UserProperties, out temp))
{
Dictionary<string, Dictionary<object, object>> userProperties = temp as Dictionary<string, Dictionary<object, object>>;
foreach (var pair in userProperties)
{
channel.ReadUserProperties(pair.Key, pair.Value);
}
}
#endif
}
}
this.listener.OnSubscribed(channelsInResponse, results);
}
private void HandleUnsubscribeEvent(EventData eventData)
{
string[] channelsInRequest = (string[])eventData[ChatParameterCode.Channels];
for (int i = 0; i < channelsInRequest.Length; i++)
{
string channelName = channelsInRequest[i];
this.PublicChannels.Remove(channelName);
this.PublicChannelsUnsubscribing.Remove(channelName);
}
this.listener.OnUnsubscribed(channelsInRequest);
}
private void HandleAuthResponse(OperationResponse operationResponse)
{
if (this.DebugOut >= DebugLevel.INFO)
{
this.listener.DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " on: " + this.chatPeer.NameServerAddress);
}
if (operationResponse.ReturnCode == 0)
{
if (this.State == ChatState.ConnectedToNameServer)
{
this.State = ChatState.Authenticated;
this.listener.OnChatStateChange(this.State);
if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
{
if (this.AuthValues == null)
{
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.Token = operationResponse[ParameterCode.Secret] as string;
this.FrontendAddress = (string)operationResponse[ParameterCode.Address];
// we disconnect and status handler starts to connect to front end
this.chatPeer.Disconnect();
}
else
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "No secret in authentication response.");
}
}
if (operationResponse.Parameters.ContainsKey(ParameterCode.UserId))
{
string incomingId = operationResponse.Parameters[ParameterCode.UserId] as string;
if (!string.IsNullOrEmpty(incomingId))
{
this.UserId = incomingId;
this.listener.DebugReturn(DebugLevel.INFO, string.Format("Received your UserID from server. Updating local value to: {0}", this.UserId));
}
}
}
else if (this.State == ChatState.ConnectingToFrontEnd)
{
this.State = ChatState.ConnectedToFrontEnd;
this.listener.OnChatStateChange(this.State);
this.listener.OnConnected();
if (statusToSetWhenConnected.HasValue)
{
SetOnlineStatus(statusToSetWhenConnected.Value, messageToSetWhenConnected);
statusToSetWhenConnected = null;
}
}
}
else
{
//this.listener.DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " NS: " + this.NameServerAddress + " FrontEnd: " + this.frontEndAddress);
switch (operationResponse.ReturnCode)
{
case ErrorCode.InvalidAuthentication:
this.DisconnectedCause = ChatDisconnectCause.InvalidAuthentication;
break;
case ErrorCode.CustomAuthenticationFailed:
this.DisconnectedCause = ChatDisconnectCause.CustomAuthenticationFailed;
break;
case ErrorCode.InvalidRegion:
this.DisconnectedCause = ChatDisconnectCause.InvalidRegion;
break;
case ErrorCode.MaxCcuReached:
this.DisconnectedCause = ChatDisconnectCause.MaxCcuReached;
break;
case ErrorCode.OperationNotAllowedInCurrentState:
this.DisconnectedCause = ChatDisconnectCause.OperationNotAllowedInCurrentState;
break;
case ErrorCode.AuthenticationTicketExpired:
this.DisconnectedCause = ChatDisconnectCause.AuthenticationTicketExpired;
break;
}
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("{0} ClientState: {1} ServerAddress: {2}", operationResponse.ToStringFull(), this.State, this.chatPeer.ServerAddress));
}
this.Disconnect(this.DisconnectedCause);
}
}
private void HandleStatusUpdate(EventData eventData)
{
string user = (string)eventData.Parameters[ChatParameterCode.Sender];
int status = (int)eventData.Parameters[ChatParameterCode.Status];
object message = null;
bool gotMessage = eventData.Parameters.ContainsKey(ChatParameterCode.Message);
if (gotMessage)
{
message = eventData.Parameters[ChatParameterCode.Message];
}
this.listener.OnStatusUpdate(user, status, gotMessage, message);
}
private bool ConnectToFrontEnd()
{
this.State = ChatState.ConnectingToFrontEnd;
if (this.DebugOut >= DebugLevel.INFO)
{
this.listener.DebugReturn(DebugLevel.INFO, "Connecting to frontend " + this.FrontendAddress);
}
#if UNITY_WEBGL
if (this.TransportProtocol == ConnectionProtocol.Tcp || this.TransportProtocol == ConnectionProtocol.Udp)
{
this.listener.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
}
#endif
if (!this.chatPeer.Connect(this.FrontendAddress, ChatAppName))
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Connecting to frontend {0} failed.", this.FrontendAddress));
}
return false;
}
return true;
}
private bool AuthenticateOnFrontEnd()
{
if (this.AuthValues != null)
{
if (this.AuthValues.Token == null)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Can't authenticate on front end server. Secret (AuthValues.Token) is not set");
}
return false;
}
else
{
Dictionary<byte, object> opParameters = new Dictionary<byte, object> { { (byte)ChatParameterCode.Secret, this.AuthValues.Token } };
if (this.PrivateChatHistoryLength > -1)
{
opParameters[(byte)ChatParameterCode.HistoryLength] = this.PrivateChatHistoryLength;
}
return this.chatPeer.SendOperation(ChatOperationCode.Authenticate, opParameters, SendOptions.SendReliable);
}
}
else
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Can't authenticate on front end server. Authentication Values are not set");
}
return false;
}
}
private void HandleUserUnsubscribedEvent(EventData eventData)
{
string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
string userId = eventData.Parameters[ChatParameterCode.UserId] as string;
ChatChannel channel;
if (this.PublicChannels.TryGetValue(channelName, out channel))
{
if (!channel.PublishSubscribers)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" for incoming UserUnsubscribed (\"{1}\") event does not have PublishSubscribers enabled.", channelName, userId));
}
}
if (!channel.Subscribers.Remove(userId)) // user not found!
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" does not contain unsubscribed user \"{1}\".", channelName, userId));
}
}
}
else
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" not found for incoming UserUnsubscribed (\"{1}\") event.", channelName, userId));
}
}
this.listener.OnUserUnsubscribed(channelName, userId);
}
private void HandleUserSubscribedEvent(EventData eventData)
{
//TODO: Handle user properties!
string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
string userId = eventData.Parameters[ChatParameterCode.UserId] as string;
ChatChannel channel;
if (this.PublicChannels.TryGetValue(channelName, out channel))
{
if (!channel.PublishSubscribers)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" for incoming UserSubscribed (\"{1}\") event does not have PublishSubscribers enabled.", channelName, userId));
}
}
if (!channel.Subscribers.Add(userId)) // user came back from the dead ?
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" already contains newly subscribed user \"{1}\".", channelName, userId));
}
}
else if (channel.MaxSubscribers > 0 && channel.Subscribers.Count > channel.MaxSubscribers)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\"'s MaxSubscribers exceeded. count={1} > MaxSubscribers={2}.", channelName, channel.Subscribers.Count, channel.MaxSubscribers));
}
}
}
else
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" not found for incoming UserSubscribed (\"{1}\") event.", channelName, userId));
}
}
this.listener.OnUserSubscribed(channelName, userId);
}
#endregion
/// <summary>
/// Subscribe to a single channel and optionally sets its well-know channel properties in case the channel is created.
/// </summary>
/// <param name="channel">name of the channel to subscribe to</param>
/// <param name="lastMsgId">ID of the last received message from this channel when re subscribing to receive only missed messages, default is 0</param>
/// <param name="messagesFromHistory">how many missed messages to receive from history, default is -1 (available history). 0 will get you no items. Positive values are capped by a server side limit.</param>
/// <param name="creationOptions">options to be used in case the channel to subscribe to will be created.</param>
/// <returns></returns>
public bool Subscribe(string channel, int lastMsgId = 0, int messagesFromHistory = -1, ChannelCreationOptions creationOptions = null)
{
if (creationOptions == null)
{
creationOptions = ChannelCreationOptions.Default;
}
int maxSubscribers = creationOptions.MaxSubscribers;
bool publishSubscribers = creationOptions.PublishSubscribers;
if (maxSubscribers < 0)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "Cannot set MaxSubscribers < 0.");
}
return false;
}
if (lastMsgId < 0)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR, "lastMsgId cannot be < 0.");
}
return false;
}
if (messagesFromHistory < -1)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "messagesFromHistory < -1, setting it to -1");
}
messagesFromHistory = -1;
}
if (lastMsgId > 0 && messagesFromHistory == 0)
{
if (this.DebugOut >= DebugLevel.WARNING)
{
this.listener.DebugReturn(DebugLevel.WARNING, "lastMsgId will be ignored because messagesFromHistory == 0");
}
lastMsgId = 0;
}
Dictionary<object, object> properties = null;
if (publishSubscribers)
{
if (maxSubscribers > DefaultMaxSubscribers)
{
if (this.DebugOut >= DebugLevel.ERROR)
{
this.listener.DebugReturn(DebugLevel.ERROR,
string.Format("Cannot set MaxSubscribers > {0} when PublishSubscribers == true.", DefaultMaxSubscribers));
}
return false;
}
properties = new Dictionary<object, object>();
properties[ChannelWellKnownProperties.PublishSubscribers] = true;
}
if (maxSubscribers > 0)
{
if (properties == null)
{
properties = new Dictionary<object, object>();
}
properties[ChannelWellKnownProperties.MaxSubscribers] = maxSubscribers;
}
#if CHAT_EXTENDED
if (creationOptions.CustomProperties != null && creationOptions.CustomProperties.Count > 0)
{
foreach (var pair in creationOptions.CustomProperties)
{
properties.Add(pair.Key, pair.Value);
}
}
#endif
Dictionary<byte, object> opParameters = new Dictionary<byte, object> { { ChatParameterCode.Channels, new[] { channel } } };
if (messagesFromHistory != 0)
{
opParameters.Add(ChatParameterCode.HistoryLength, messagesFromHistory);
}
if (lastMsgId > 0)
{
opParameters.Add(ChatParameterCode.MsgIds, new[] { lastMsgId });
}
if (properties != null && properties.Count > 0)
{
opParameters.Add(ChatParameterCode.Properties, properties);
}
return this.chatPeer.SendOperation(ChatOperationCode.Subscribe, opParameters, SendOptions.SendReliable);
}
#if CHAT_EXTENDED
internal bool SetChannelProperties(string channelName, Dictionary<object, object> channelProperties, Dictionary<object, object> expectedProperties = null, bool httpForward = false)
{
if (!this.CanChat)
{
this.listener.DebugReturn(DebugLevel.ERROR, "SetChannelProperties called while not connected to front end server.");
return false;
}
if (string.IsNullOrEmpty(channelName) || channelProperties == null || channelProperties.Count == 0)
{
this.listener.DebugReturn(DebugLevel.WARNING, "SetChannelProperties parameters must be non-null and not empty.");
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Channel, channelName },
{ ChatParameterCode.Properties, channelProperties },
{ ChatParameterCode.Broadcast, true }
};
if (httpForward)
{
parameters.Add(ChatParameterCode.WebFlags, HttpForwardWebFlag);
}
if (expectedProperties != null && expectedProperties.Count > 0)
{
parameters.Add(ChatParameterCode.ExpectedValues, expectedProperties);
}
return this.chatPeer.SendOperation(ChatOperationCode.SetProperties, parameters, SendOptions.SendReliable);
}
public bool SetCustomChannelProperties(string channelName, Dictionary<string, object> channelProperties, Dictionary<string, object> expectedProperties = null, bool httpForward = false)
{
if (channelProperties != null && channelProperties.Count > 0)
{
Dictionary<object, object> properties = new Dictionary<object, object>(channelProperties.Count);
foreach (var pair in channelProperties)
{
properties.Add(pair.Key, pair.Value);
}
Dictionary<object, object> expected = null;
if (expectedProperties != null && expectedProperties.Count > 0)
{
expected = new Dictionary<object, object>(expectedProperties.Count);
foreach (var pair in expectedProperties)
{
expected.Add(pair.Key, pair.Value);
}
}
return this.SetChannelProperties(channelName, properties, expected, httpForward);
}
return this.SetChannelProperties(channelName, null);
}
public bool SetCustomUserProperties(string channelName, string userId, Dictionary<string, object> userProperties, Dictionary<string, object> expectedProperties = null, bool httpForward = false)
{
if (userProperties != null && userProperties.Count > 0)
{
Dictionary<object, object> properties = new Dictionary<object, object>(userProperties.Count);
foreach (var pair in userProperties)
{
properties.Add(pair.Key, pair.Value);
}
Dictionary<object, object> expected = null;
if (expectedProperties != null && expectedProperties.Count > 0)
{
expected = new Dictionary<object, object>(expectedProperties.Count);
foreach (var pair in expectedProperties)
{
expected.Add(pair.Key, pair.Value);
}
}
return this.SetUserProperties(channelName, userId, properties, expected, httpForward);
}
return this.SetUserProperties(channelName, userId, null);
}
internal bool SetUserProperties(string channelName, string userId, Dictionary<object, object> channelProperties, Dictionary<object, object> expectedProperties = null, bool httpForward = false)
{
if (!this.CanChat)
{
this.listener.DebugReturn(DebugLevel.ERROR, "SetUserProperties called while not connected to front end server.");
return false;
}
if (string.IsNullOrEmpty(channelName))
{
this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"channelName\" parameter must be non-null and not empty.");
return false;
}
if (channelProperties == null || channelProperties.Count == 0)
{
this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"channelProperties\" parameter must be non-null and not empty.");
return false;
}
if (string.IsNullOrEmpty(userId))
{
this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"userId\" parameter must be non-null and not empty.");
return false;
}
Dictionary<byte, object> parameters = new Dictionary<byte, object>
{
{ ChatParameterCode.Channel, channelName },
{ ChatParameterCode.Properties, channelProperties },
{ ChatParameterCode.UserId, userId },
{ ChatParameterCode.Broadcast, true }
};
if (httpForward)
{
parameters.Add(ChatParameterCode.WebFlags, HttpForwardWebFlag);
}
if (expectedProperties != null && expectedProperties.Count > 0)
{
parameters.Add(ChatParameterCode.ExpectedValues, expectedProperties);
}
return this.chatPeer.SendOperation(ChatOperationCode.SetProperties, parameters, SendOptions.SendReliable);
}
private void HandlePropertiesChanged(EventData eventData)
{
string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
ChatChannel channel;
if (!this.PublicChannels.TryGetValue(channelName, out channel))
{
this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel {0} for incoming ChannelPropertiesUpdated event not found.", channelName));
return;
}
string senderId = eventData.Parameters[ChatParameterCode.Sender] as string;
Dictionary<object, object> changedProperties = eventData.Parameters[ChatParameterCode.Properties] as Dictionary<object, object>;
object temp;
if (eventData.Parameters.TryGetValue(ChatParameterCode.UserId, out temp))
{
string targetUserId = temp as string;
channel.ReadUserProperties(targetUserId, changedProperties);
this.listener.OnUserPropertiesChanged(channelName, targetUserId, senderId, changedProperties);
}
else
{
channel.ReadChannelProperties(changedProperties);
this.listener.OnChannelPropertiesChanged(channelName, senderId, changedProperties);
}
}
private void HandleErrorInfoEvent(EventData eventData)
{
string channel = eventData.Parameters[ChatParameterCode.Channel] as string;
string msg = eventData.Parameters[ChatParameterCode.DebugMessage] as string;
object data = eventData.Parameters[ChatParameterCode.DebugData];
this.listener.OnErrorInfo(channel, msg, data);
}
#endif
}
}