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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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