Initial commit
This commit is contained in:
@@ -0,0 +1,22 @@
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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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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a7216258d1bc14b1699fce5966a73073
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@@ -0,0 +1,312 @@
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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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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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/// <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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public void Init(JsWebSocketAdapter adapter)
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{
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_adapter = adapter;
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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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/// <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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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));
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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 closes.
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/// </summary>
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public void OnClose(string _)
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{
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_adapter?.EnqueueEvent(() => _adapter?.HandleClose());
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}
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/// <summary>
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/// Called from JavaScript via SendMessage when a WebSocket error occurs.
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/// </summary>
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public void OnError(string error)
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{
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_adapter?.EnqueueEvent(() => _adapter?.HandleError(error ?? "Unknown WebSocket error"));
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}
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private void Update()
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{
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_adapter?.ProcessEvents();
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}
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private void OnDestroy()
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{
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_adapter?.Dispose();
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_adapter = null;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e53d8ae2e7487470280f0da178c56cf8
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@@ -0,0 +1,233 @@
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using System;
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using System.Collections.Concurrent;
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using System.IO;
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using System.Net.WebSockets;
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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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/// Native WebSocket adapter using System.Net.WebSockets.ClientWebSocket.
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/// Dispatches received events to the Unity main thread via a MonoBehaviour Update loop.
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/// </summary>
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public sealed class NativeWebSocketAdapter : IWebSocketAdapter, IDisposable
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{
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private ClientWebSocket _ws;
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private CancellationTokenSource _cts;
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private readonly WebSocketDispatcher _dispatcher;
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private readonly ConcurrentQueue<Action> _eventQueue = new();
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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 receive loop.
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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 is in the Open state.
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/// </summary>
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public bool IsConnected => _ws?.State == WebSocketState.Open;
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/// <summary>
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/// True when the WebSocket is in the Connecting state.
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/// </summary>
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public bool IsConnecting => _ws?.State == WebSocketState.Connecting;
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public NativeWebSocketAdapter()
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{
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var go = new GameObject("WebSocketDispatcher");
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UnityEngine.Object.DontDestroyOnLoad(go);
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_dispatcher = go.AddComponent<WebSocketDispatcher>();
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_dispatcher.Init(this);
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}
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/// <summary>
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/// Connects to the specified WebSocket URI.
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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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public async 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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_cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
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_ws = new ClientWebSocket();
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_ws.Options.KeepAliveInterval = TimeSpan.FromSeconds(30);
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using var timeoutCts = new CancellationTokenSource(TimeSpan.FromSeconds(timeoutSeconds));
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using var linked = CancellationTokenSource.CreateLinkedTokenSource(_cts.Token, timeoutCts.Token);
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try
|
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{
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await _ws.ConnectAsync(uri, linked.Token);
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_ = ReceiveLoop();
|
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}
|
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catch (OperationCanceledException) when (timeoutCts.IsCancellationRequested)
|
||||
{
|
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throw new TimeoutException($"WebSocket connection timed out after {timeoutSeconds} seconds.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// Gracefully closes the WebSocket connection.
|
||||
/// </summary>
|
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public async Task CloseAsync()
|
||||
{
|
||||
if (_ws?.State == WebSocketState.Open)
|
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{
|
||||
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;
|
||||
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 508609c897805437dab5527c21c9f914
|
||||
Reference in New Issue
Block a user