Server-side scenario execution: new Rudder.Core.dll, realtime/planstore glue removed
- Rudder.Core.dll rebuilt from csharp-sdk effects rewrite (96,768 bytes) - Realtime/ adapters, UnityRealtimeTransportFactory, UnityPlanStateStore, UnityPlanScheduler, WebGL jslib and RealtimeUrl config deleted (with .meta) - Scenarios sample rewired to client.Effects; samples login path updated - AGENTS.md/README/CHANGELOG/package docs + agent skill updated; realtime.md skill doc removed
This commit is contained in:
@@ -11,16 +11,12 @@ namespace RudderSdk.Unity
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var clientOptions = new RudderClientOptions
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{
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BaseUrl = options.BaseUrl,
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RealtimeUrl = options.RealtimeUrl,
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ProjectKey = options.ProjectKey,
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Logger = new UnityLoggerAdapter(options.LoggerSink ?? new UnityDebugLoggerSink()),
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Transport = new UnityTransportAdapter(options.BaseUrl, executor),
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TokenStore = new UnityTokenStoreAdapter(options.KeyValueStore),
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DeviceIdProvider = new UnityDeviceIdProvider(),
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Clock = new UnityClock(),
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PlanStateStore = new UnityPlanStateStore(options.KeyValueStore),
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Scheduler = new UnityPlanScheduler(),
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RealtimeTransportFactory = new UnityRealtimeTransportFactory()
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Clock = new UnityClock()
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};
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return new RudderClient(clientOptions);
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@@ -3,7 +3,6 @@ namespace RudderSdk.Unity
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public class RudderUnityClientOptions
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{
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public string BaseUrl { get; set; }
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public string RealtimeUrl { get; set; }
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public string ProjectKey { get; set; }
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public int TimeoutSeconds { get; set; } = 10;
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public IUnityKeyValueStore KeyValueStore { get; set; }
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@@ -1,15 +0,0 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using RudderSdk.Core.Abstractions;
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namespace RudderSdk.Unity
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{
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internal class UnityPlanScheduler : IPlanScheduler
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{
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public Task ScheduleAsync(TimeSpan delay, CancellationToken cancellationToken = default)
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{
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return Task.Delay(delay, cancellationToken);
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: f4f8e4e8237be445c96672d96294c6c7
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@@ -1,30 +0,0 @@
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using RudderSdk.Core.Abstractions;
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namespace RudderSdk.Unity
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{
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internal class UnityPlanStateStore : IPlanStateStore
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{
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private const string KEY = "liveops_plan_runner_state";
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private readonly IUnityKeyValueStore _store;
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public UnityPlanStateStore(IUnityKeyValueStore store)
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{
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_store = store;
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}
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public string State
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{
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get => _store.GetString(KEY);
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set
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{
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if (string.IsNullOrEmpty(value))
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_store.DeleteKey(KEY);
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else
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_store.SetString(KEY, value);
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_store.Save();
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 118ea3286be8b4daab53eaf7885507a0
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@@ -1,51 +0,0 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using RudderSdk.Core.Abstractions;
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namespace RudderSdk.Unity
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{
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internal sealed class UnityRealtimeTransportFactory : IRealtimeTransportFactory
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{
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public IRealtimeTransport Create()
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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return new UnityRealtimeTransport(new JsWebSocketAdapter());
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#else
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return new UnityRealtimeTransport(new NativeWebSocketAdapter());
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#endif
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}
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}
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internal sealed class UnityRealtimeTransport : IRealtimeTransport
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{
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private readonly IWebSocketAdapter _adapter;
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public UnityRealtimeTransport(IWebSocketAdapter adapter)
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{
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_adapter = adapter;
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_adapter.Closed += () => Closed?.Invoke();
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_adapter.Received += data => Received?.Invoke(data);
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_adapter.ReceivedError += ex => Error?.Invoke(ex);
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}
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public event Action Closed;
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public event Action<ArraySegment<byte>> Received;
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public event Action<Exception> Error;
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public bool IsConnected => _adapter.IsConnected;
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public Task ConnectAsync(Uri uri, TimeSpan timeout, CancellationToken cancellationToken = default)
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=> _adapter.ConnectAsync(uri, (int)Math.Ceiling(timeout.TotalSeconds), cancellationToken);
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public Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default)
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=> _adapter.SendAsync(data, cancellationToken);
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public Task CloseAsync(CancellationToken cancellationToken = default)
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=> _adapter.CloseAsync();
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public void Update(float deltaTime)
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{
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: be75d4878806d40648e49338f0ecd508
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 3c34eb0ba13fe47eab84ba9a30d8bdb6
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,22 +0,0 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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namespace RudderSdk.Unity
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{
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/// <summary>
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/// Interface for WebSocket transport adapters used by the realtime transport bridge.
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/// Provides connect, send, close, and main-thread event dispatch for WebSocket connections.
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/// </summary>
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public interface IWebSocketAdapter
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{
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event Action Closed;
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event Action<ArraySegment<byte>> Received;
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event Action<Exception> ReceivedError;
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bool IsConnected { get; }
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bool IsConnecting { get; }
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Task ConnectAsync(Uri uri, int timeoutSeconds, CancellationToken cancellationToken = default);
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Task CloseAsync();
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Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default);
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: a7216258d1bc14b1699fce5966a73073
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@@ -1,312 +0,0 @@
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#if UNITY_WEBGL && !UNITY_EDITOR
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using System.Runtime.InteropServices;
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#endif
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace RudderSdk.Unity
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{
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/// <summary>
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/// WebGL WebSocket adapter using JavaScript interop via DllImport("__Internal__").
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/// Uses SendMessage callbacks from JS to route WebSocket events to Unity's main thread.
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/// Only functional in WebGL builds; throws PlatformNotSupportedException elsewhere.
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/// </summary>
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public sealed class JsWebSocketAdapter : IWebSocketAdapter, IDisposable
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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 void RudderWebSocketCreate(string gameObjectName, string url);
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[DllImport("__Internal__")]
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private static extern void RudderWebSocketSend(string gameObjectName, byte[] data, int length);
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[DllImport("__Internal__")]
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private static extern void RudderWebSocketClose(string gameObjectName);
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#endif
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private CancellationTokenSource _cts;
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private readonly ConcurrentQueue<Action> _eventQueue = new();
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private JsWebSocketBridge _bridge;
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private TaskCompletionSource<bool> _connectionTcs;
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private volatile bool _isConnected;
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private volatile bool _isConnecting;
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private bool _disposed;
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/// <summary>
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/// Fired when the WebSocket connection is closed.
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/// </summary>
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public event Action Closed;
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/// <summary>
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/// Fired when binary data is received from the server.
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/// </summary>
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public event Action<ArraySegment<byte>> Received;
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/// <summary>
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/// Fired when an error occurs on the WebSocket.
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/// </summary>
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public event Action<Exception> ReceivedError;
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/// <summary>
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/// True when the WebSocket connection is open.
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/// </summary>
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public bool IsConnected => _isConnected;
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/// <summary>
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/// True while the WebSocket connection is being established.
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/// </summary>
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public bool IsConnecting => _isConnecting;
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public JsWebSocketAdapter()
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{
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var go = new GameObject("JsWebSocketBridge");
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UnityEngine.Object.DontDestroyOnLoad(go);
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_bridge = go.AddComponent<JsWebSocketBridge>();
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_bridge.Init(this);
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}
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/// <summary>
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/// Connects to the specified WebSocket URI via the JavaScript WebSocket API.
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/// </summary>
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/// <param name="uri">The WebSocket server URI (ws:// or wss://).</param>
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/// <param name="timeoutSeconds">Connection timeout in seconds.</param>
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/// <param name="cancellationToken">Optional cancellation token.</param>
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/// <exception cref="ArgumentNullException">Thrown when uri is null.</exception>
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/// <exception cref="ArgumentOutOfRangeException">Thrown when timeoutSeconds is not positive.</exception>
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/// <exception cref="TimeoutException">Thrown when the connection attempt times out.</exception>
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/// <exception cref="PlatformNotSupportedException">Thrown when not running in WebGL.</exception>
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public Task ConnectAsync(Uri uri, int timeoutSeconds, CancellationToken cancellationToken = default)
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{
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if (uri == null)
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throw new ArgumentNullException(nameof(uri));
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if (timeoutSeconds <= 0)
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throw new ArgumentOutOfRangeException(nameof(timeoutSeconds), "Timeout must be greater than zero.");
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#if UNITY_WEBGL && !UNITY_EDITOR
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_isConnecting = true;
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_cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
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_connectionTcs = new TaskCompletionSource<bool>();
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// Register cancellation (including timeout)
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_cts.Token.Register(() =>
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{
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if (_connectionTcs?.TrySetException(
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new TimeoutException($"WebSocket connection timed out after {timeoutSeconds} seconds.")) == true)
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{
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_isConnecting = false;
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}
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});
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_cts.CancelAfter(TimeSpan.FromSeconds(timeoutSeconds));
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RudderWebSocketCreate(_bridge.gameObject.name, uri.ToString());
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return _connectionTcs.Task;
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#else
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// Not available outside WebGL builds; editor test uses NativeWebSocketAdapter.
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return Task.FromException(new PlatformNotSupportedException(
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"JsWebSocketAdapter is only supported on WebGL. Use NativeWebSocketAdapter for other platforms."));
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#endif
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}
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/// <summary>
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/// Gracefully closes the WebSocket connection via the JavaScript WebSocket API.
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/// </summary>
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public Task CloseAsync()
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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RudderWebSocketClose(_bridge.gameObject.name);
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#endif
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_cts?.Cancel();
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_isConnected = false;
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_isConnecting = false;
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EnqueueEvent(() => Closed?.Invoke());
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return Task.CompletedTask;
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}
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/// <summary>
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/// Sends binary data over the WebSocket via the JavaScript WebSocket API.
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/// </summary>
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public Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default)
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{
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if (!_isConnected) return Task.CompletedTask;
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#if UNITY_WEBGL && !UNITY_EDITOR
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byte[] arr;
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int offset;
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int count;
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if (data.Offset == 0 && data.Count == data.Array.Length)
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{
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arr = data.Array;
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offset = 0;
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count = data.Count;
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}
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else
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{
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// Copy to a contiguous buffer since DllImport needs a pinned array from offset 0
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arr = new byte[data.Count];
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System.Buffer.BlockCopy(data.Array, data.Offset, arr, 0, data.Count);
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offset = 0;
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count = data.Count;
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}
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RudderWebSocketSend(_bridge.gameObject.name, arr, count);
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#endif
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return Task.CompletedTask;
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}
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/// <summary>
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/// Disposes the adapter, cleaning up the bridge GameObject.
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/// </summary>
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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#if UNITY_WEBGL && !UNITY_EDITOR
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RudderWebSocketClose(_bridge.gameObject.name);
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#endif
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_cts?.Cancel();
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_cts?.Dispose();
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if (_bridge != null && _bridge.gameObject != null)
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{
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UnityEngine.Object.Destroy(_bridge.gameObject);
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}
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}
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/// <summary>
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/// Called by JsWebSocketBridge when the JS WebSocket onopen fires.
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/// </summary>
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internal void HandleOpen()
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{
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_isConnected = true;
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_isConnecting = false;
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_connectionTcs?.TrySetResult(true);
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}
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/// <summary>
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/// Called by JsWebSocketBridge when the JS WebSocket onclose fires.
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/// </summary>
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internal void HandleClose()
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{
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_isConnected = false;
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_isConnecting = false;
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_connectionTcs?.TrySetCanceled();
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Closed?.Invoke();
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}
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/// Called by JsWebSocketBridge when the JS WebSocket onerror fires.
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/// </summary>
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internal void HandleError(string errorMessage)
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{
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_isConnecting = false;
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_connectionTcs?.TrySetException(new Exception(errorMessage));
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ReceivedError?.Invoke(new Exception(errorMessage));
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}
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/// Called by JsWebSocketBridge when binary message data is received.
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/// </summary>
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internal void HandleMessage(ArraySegment<byte> data)
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{
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Received?.Invoke(data);
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}
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internal void HandleMessageError(Exception ex)
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{
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ReceivedError?.Invoke(ex);
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}
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internal void EnqueueEvent(Action action)
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{
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_eventQueue.Enqueue(action);
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}
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|
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internal void ProcessEvents()
|
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{
|
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while (_eventQueue.TryDequeue(out var action))
|
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{
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try
|
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{
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action?.Invoke();
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
|
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}
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}
|
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|
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/// <summary>
|
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/// MonoBehaviour that receives SendMessage callbacks from the JavaScript WebSocket bridge
|
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/// and dispatches events on the Unity main thread.
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/// </summary>
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internal class JsWebSocketBridge : MonoBehaviour
|
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{
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private JsWebSocketAdapter _adapter;
|
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|
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public void Init(JsWebSocketAdapter adapter)
|
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{
|
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_adapter = adapter;
|
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}
|
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|
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/// <summary>
|
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/// Called from JavaScript via SendMessage when the WebSocket connection opens.
|
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/// </summary>
|
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public void OnOpen(string _)
|
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{
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_adapter?.EnqueueEvent(() => _adapter?.HandleOpen());
|
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}
|
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|
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/// <summary>
|
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/// Called from JavaScript via SendMessage when binary data is received.
|
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/// Data is base64-encoded by the JS bridge and decoded here.
|
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/// </summary>
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public void OnMessage(string base64Data)
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{
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if (string.IsNullOrEmpty(base64Data) || _adapter == null) return;
|
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|
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try
|
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{
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var data = Convert.FromBase64String(base64Data);
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var segment = new ArraySegment<byte>(data);
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_adapter.EnqueueEvent(() => _adapter.HandleMessage(segment));
|
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}
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catch (FormatException ex)
|
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{
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Debug.LogError($"JsWebSocketBridge: Failed to decode base64 message: {ex.Message}");
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_adapter.EnqueueEvent(() => _adapter.HandleMessageError(ex));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// Called from JavaScript via SendMessage when the WebSocket connection closes.
|
||||
/// </summary>
|
||||
public void OnClose(string _)
|
||||
{
|
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_adapter?.EnqueueEvent(() => _adapter?.HandleClose());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from JavaScript via SendMessage when a WebSocket error occurs.
|
||||
/// </summary>
|
||||
public void OnError(string error)
|
||||
{
|
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_adapter?.EnqueueEvent(() => _adapter?.HandleError(error ?? "Unknown WebSocket error"));
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_adapter?.ProcessEvents();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_adapter?.Dispose();
|
||||
_adapter = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e53d8ae2e7487470280f0da178c56cf8
|
||||
@@ -1,233 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.IO;
|
||||
using System.Net.WebSockets;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace RudderSdk.Unity
|
||||
{
|
||||
/// <summary>
|
||||
/// Native WebSocket adapter using System.Net.WebSockets.ClientWebSocket.
|
||||
/// Dispatches received events to the Unity main thread via a MonoBehaviour Update loop.
|
||||
/// </summary>
|
||||
public sealed class NativeWebSocketAdapter : IWebSocketAdapter, IDisposable
|
||||
{
|
||||
private ClientWebSocket _ws;
|
||||
private CancellationTokenSource _cts;
|
||||
private readonly WebSocketDispatcher _dispatcher;
|
||||
private readonly ConcurrentQueue<Action> _eventQueue = new();
|
||||
private bool _disposed;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when the WebSocket connection is closed.
|
||||
/// </summary>
|
||||
public event Action Closed;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when binary data is received from the server.
|
||||
/// </summary>
|
||||
public event Action<ArraySegment<byte>> Received;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when an error occurs on the receive loop.
|
||||
/// </summary>
|
||||
public event Action<Exception> ReceivedError;
|
||||
|
||||
/// <summary>
|
||||
/// True when the WebSocket is in the Open state.
|
||||
/// </summary>
|
||||
public bool IsConnected => _ws?.State == WebSocketState.Open;
|
||||
|
||||
/// <summary>
|
||||
/// True when the WebSocket is in the Connecting state.
|
||||
/// </summary>
|
||||
public bool IsConnecting => _ws?.State == WebSocketState.Connecting;
|
||||
|
||||
public NativeWebSocketAdapter()
|
||||
{
|
||||
var go = new GameObject("WebSocketDispatcher");
|
||||
UnityEngine.Object.DontDestroyOnLoad(go);
|
||||
_dispatcher = go.AddComponent<WebSocketDispatcher>();
|
||||
_dispatcher.Init(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Connects to the specified WebSocket URI.
|
||||
/// </summary>
|
||||
/// <param name="uri">The WebSocket server URI (ws:// or wss://).</param>
|
||||
/// <param name="timeoutSeconds">Connection timeout in seconds.</param>
|
||||
/// <param name="cancellationToken">Optional cancellation token.</param>
|
||||
/// <exception cref="ArgumentNullException">Thrown when uri is null.</exception>
|
||||
/// <exception cref="ArgumentOutOfRangeException">Thrown when timeoutSeconds is not positive.</exception>
|
||||
/// <exception cref="TimeoutException">Thrown when the connection attempt times out.</exception>
|
||||
public async Task ConnectAsync(Uri uri, int timeoutSeconds, CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (uri == null)
|
||||
throw new ArgumentNullException(nameof(uri));
|
||||
if (timeoutSeconds <= 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(timeoutSeconds), "Timeout must be greater than zero.");
|
||||
|
||||
_cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
|
||||
_ws = new ClientWebSocket();
|
||||
_ws.Options.KeepAliveInterval = TimeSpan.FromSeconds(30);
|
||||
|
||||
using var timeoutCts = new CancellationTokenSource(TimeSpan.FromSeconds(timeoutSeconds));
|
||||
using var linked = CancellationTokenSource.CreateLinkedTokenSource(_cts.Token, timeoutCts.Token);
|
||||
|
||||
try
|
||||
{
|
||||
await _ws.ConnectAsync(uri, linked.Token);
|
||||
_ = ReceiveLoop();
|
||||
}
|
||||
catch (OperationCanceledException) when (timeoutCts.IsCancellationRequested)
|
||||
{
|
||||
throw new TimeoutException($"WebSocket connection timed out after {timeoutSeconds} seconds.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gracefully closes the WebSocket connection.
|
||||
/// </summary>
|
||||
public async Task CloseAsync()
|
||||
{
|
||||
if (_ws?.State == WebSocketState.Open)
|
||||
{
|
||||
try
|
||||
{
|
||||
await _ws.CloseAsync(WebSocketCloseStatus.NormalClosure, "Client closing", CancellationToken.None);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Best-effort close
|
||||
}
|
||||
}
|
||||
|
||||
_cts?.Cancel();
|
||||
EnqueueEvent(() => Closed?.Invoke());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends binary data over the WebSocket. WebSocket transport is always reliable,
|
||||
/// so no reliability parameter is needed.
|
||||
/// </summary>
|
||||
public async Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (_ws?.State != WebSocketState.Open)
|
||||
return;
|
||||
|
||||
await _ws.SendAsync(data, WebSocketMessageType.Binary, true, cancellationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disposes the adapter, cancelling any in-flight operations and cleaning up the dispatcher GameObject.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
|
||||
_cts?.Cancel();
|
||||
_cts?.Dispose();
|
||||
_ws?.Dispose();
|
||||
|
||||
if (_dispatcher != null && _dispatcher.gameObject != null)
|
||||
{
|
||||
UnityEngine.Object.Destroy(_dispatcher.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task ReceiveLoop()
|
||||
{
|
||||
var buffer = new byte[65536];
|
||||
try
|
||||
{
|
||||
while (!_cts.IsCancellationRequested && _ws.State == WebSocketState.Open)
|
||||
{
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
WebSocketReceiveResult result;
|
||||
do
|
||||
{
|
||||
result = await _ws.ReceiveAsync(new ArraySegment<byte>(buffer), _cts.Token);
|
||||
ms.Write(buffer, 0, result.Count);
|
||||
} while (!result.EndOfMessage);
|
||||
|
||||
if (result.MessageType == WebSocketMessageType.Close)
|
||||
{
|
||||
try
|
||||
{
|
||||
await _ws.CloseAsync(WebSocketCloseStatus.NormalClosure, "", CancellationToken.None);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Best-effort close
|
||||
}
|
||||
|
||||
EnqueueEvent(() => Closed?.Invoke());
|
||||
return;
|
||||
}
|
||||
|
||||
var data = ms.ToArray();
|
||||
EnqueueEvent(() => Received?.Invoke(new ArraySegment<byte>(data)));
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
// Normal cancellation, no action needed
|
||||
}
|
||||
catch (Exception ex) when (!_disposed)
|
||||
{
|
||||
EnqueueEvent(() => ReceivedError?.Invoke(ex));
|
||||
EnqueueEvent(() => Closed?.Invoke());
|
||||
}
|
||||
}
|
||||
|
||||
internal void EnqueueEvent(Action action)
|
||||
{
|
||||
_eventQueue.Enqueue(action);
|
||||
}
|
||||
|
||||
internal void ProcessEvents()
|
||||
{
|
||||
while (_eventQueue.TryDequeue(out var action))
|
||||
{
|
||||
try
|
||||
{
|
||||
action?.Invoke();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// MonoBehaviour used to dispatch WebSocket events on the Unity main thread via Update.
|
||||
/// Created and managed by NativeWebSocketAdapter.
|
||||
/// </summary>
|
||||
internal class WebSocketDispatcher : MonoBehaviour
|
||||
{
|
||||
private NativeWebSocketAdapter _adapter;
|
||||
|
||||
public void Init(NativeWebSocketAdapter adapter)
|
||||
{
|
||||
_adapter = adapter;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_adapter?.ProcessEvents();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_adapter?.Dispose();
|
||||
_adapter = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 508609c897805437dab5527c21c9f914
|
||||
@@ -15,8 +15,8 @@ namespace RudderSdk.Unity
|
||||
|
||||
/// <summary>
|
||||
/// Scene bootstrap MonoBehaviour and public entrypoint of the Rudder Unity SDK.
|
||||
/// Add the component to a scene with a RudderConfiguration assigned, or call
|
||||
/// Rudder.Initialize(configuration) and the hidden GameObject is created for you.
|
||||
/// Put this on a startup scene object, assign a RudderConfiguration, then call
|
||||
/// <see cref="Initialize"/>. Feature calls live on the returned Core client.
|
||||
/// </summary>
|
||||
[DefaultExecutionOrder(-1500), DisallowMultipleComponent]
|
||||
public class Rudder : MonoBehaviour
|
||||
@@ -43,33 +43,77 @@ namespace RudderSdk.Unity
|
||||
if (State != RudderState.Ready || _client == null)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"Rudder is not initialized. Add the Rudder component to the scene with a " +
|
||||
"RudderConfiguration assigned, or call Rudder.Initialize(configuration).");
|
||||
"Rudder is not initialized. Add the Rudder component to a scene with a " +
|
||||
"RudderConfiguration assigned, then call Rudder.Initialize().");
|
||||
}
|
||||
|
||||
return _client;
|
||||
}
|
||||
}
|
||||
|
||||
/// Completes with the initialized client, or faults with the initialization error.
|
||||
/// Completes with the client after <see cref="Initialize"/>, or faults on
|
||||
/// the initialization error. Prefer <see cref="Initialize"/> in game code.
|
||||
public static Task<CoreClient> Ready => _readyCompletion.Task;
|
||||
|
||||
public static void Initialize(RudderConfiguration configuration)
|
||||
public static CoreClient Initialize()
|
||||
{
|
||||
if (configuration == null)
|
||||
throw new ArgumentNullException(nameof(configuration));
|
||||
if (State == RudderState.Ready && _client != null)
|
||||
return _client;
|
||||
|
||||
if (State == RudderState.Initializing || State == RudderState.Ready)
|
||||
throw new InvalidOperationException("Rudder is already initialized.");
|
||||
if (State == RudderState.Failed)
|
||||
{
|
||||
_readyCompletion = NewCompletion();
|
||||
LastError = null;
|
||||
State = RudderState.NotInitialized;
|
||||
}
|
||||
|
||||
if (_instance == null)
|
||||
{
|
||||
var host = new GameObject(nameof(Rudder));
|
||||
_instance = host.AddComponent<Rudder>();
|
||||
throw new InvalidOperationException(
|
||||
"Rudder is not in the scene. Add the Rudder component to a startup scene " +
|
||||
"and assign a RudderConfiguration.");
|
||||
}
|
||||
|
||||
_instance._configuration = configuration;
|
||||
_ = _instance.InitializeAsync();
|
||||
if (_instance._configuration == null)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"Rudder has no configuration. Assign a RudderConfiguration on the Rudder " +
|
||||
"component (Assets > Create > Rudder > Configuration).");
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
State = RudderState.Initializing;
|
||||
LastError = null;
|
||||
|
||||
var options = new RudderUnityClientOptions
|
||||
{
|
||||
BaseUrl = _instance._configuration.BaseUrl,
|
||||
ProjectKey = _instance._configuration.ProjectKey,
|
||||
TimeoutSeconds = _instance._configuration.TimeoutSeconds,
|
||||
KeyValueStore = new PlayerPrefsUnityKeyValueStore(),
|
||||
LoggerSink = new UnityDebugLoggerSink()
|
||||
};
|
||||
|
||||
_client = RudderUnityClientFactory.Create(options);
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
_client = null;
|
||||
State = RudderState.Failed;
|
||||
LastError = exception;
|
||||
_readyCompletion.TrySetException(exception);
|
||||
Debug.LogError(
|
||||
"[Rudder] Failed to initialize the Rudder SDK. Check the RudderConfiguration asset " +
|
||||
$"(ProjectKey and BaseUrl must be set). {exception.Message}");
|
||||
throw;
|
||||
}
|
||||
|
||||
State = RudderState.Ready;
|
||||
Debug.Log("[Rudder] Rudder SDK initialized.");
|
||||
_readyCompletion.TrySetResult(_client);
|
||||
Initialized?.Invoke(_client);
|
||||
return _client;
|
||||
}
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
@@ -95,75 +139,16 @@ namespace RudderSdk.Unity
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (_instance == this && _configuration != null && State == RudderState.NotInitialized)
|
||||
_ = InitializeAsync();
|
||||
}
|
||||
|
||||
private async Task InitializeAsync()
|
||||
{
|
||||
State = RudderState.Initializing;
|
||||
LastError = null;
|
||||
|
||||
try
|
||||
{
|
||||
var options = new RudderUnityClientOptions
|
||||
{
|
||||
BaseUrl = _configuration.BaseUrl,
|
||||
RealtimeUrl = _configuration.RealtimeUrl,
|
||||
ProjectKey = _configuration.ProjectKey,
|
||||
TimeoutSeconds = _configuration.TimeoutSeconds,
|
||||
KeyValueStore = new PlayerPrefsUnityKeyValueStore(),
|
||||
LoggerSink = new UnityDebugLoggerSink()
|
||||
};
|
||||
|
||||
_client = RudderUnityClientFactory.Create(options);
|
||||
|
||||
try
|
||||
{
|
||||
await _client.Scenario.RestoreAsync();
|
||||
}
|
||||
catch (Exception restoreException)
|
||||
{
|
||||
Debug.LogWarning("[Rudder] Failed to restore scenario state: " + restoreException.Message);
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
_client = null;
|
||||
State = RudderState.Failed;
|
||||
LastError = exception;
|
||||
_readyCompletion.TrySetException(exception);
|
||||
Debug.LogError(
|
||||
"[Rudder] Failed to initialize the Rudder SDK. Check the RudderConfiguration asset " +
|
||||
$"(ProjectKey and BaseUrl must be set). {exception.Message}");
|
||||
return;
|
||||
}
|
||||
|
||||
State = RudderState.Ready;
|
||||
Debug.Log("[Rudder] Rudder SDK initialized.");
|
||||
_readyCompletion.TrySetResult(_client);
|
||||
Initialized?.Invoke(_client);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_client?.Update(Time.deltaTime);
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
DisconnectRealtime();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (_instance != this)
|
||||
return;
|
||||
|
||||
DisconnectRealtime();
|
||||
|
||||
_instance = null;
|
||||
_client = null;
|
||||
State = RudderState.NotInitialized;
|
||||
@@ -172,25 +157,6 @@ namespace RudderSdk.Unity
|
||||
_readyCompletion = NewCompletion();
|
||||
}
|
||||
|
||||
private void DisconnectRealtime()
|
||||
{
|
||||
var client = _client;
|
||||
if (client == null)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
_ = client.Realtime.DisconnectAsync().ContinueWith(
|
||||
task => Debug.LogWarning(
|
||||
"[Rudder] Realtime disconnect failed: " + task.Exception?.GetBaseException().Message),
|
||||
TaskContinuationOptions.OnlyOnFaulted);
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Debug.LogWarning("[Rudder] Realtime disconnect failed: " + exception.Message);
|
||||
}
|
||||
}
|
||||
|
||||
private static TaskCompletionSource<CoreClient> NewCompletion()
|
||||
{
|
||||
return new TaskCompletionSource<CoreClient>(TaskCreationOptions.RunContinuationsAsynchronously);
|
||||
|
||||
@@ -11,9 +11,6 @@ namespace RudderSdk.Unity
|
||||
[Tooltip("API base URL, e.g. https://api.rudder.build.")]
|
||||
public string BaseUrl = "https://api.rudder.build";
|
||||
|
||||
[Tooltip("Realtime websocket URL. The relay is not deployed yet; set this only once it is.")]
|
||||
public string RealtimeUrl = "wss://api.rudder.build/api/realtime/ws";
|
||||
|
||||
[Tooltip("HTTP request timeout in seconds.")]
|
||||
[Min(1)]
|
||||
public int TimeoutSeconds = 10;
|
||||
|
||||
Reference in New Issue
Block a user