Files
rudder-unity-sdk/Packages/rudder.sdk/Runtime/Sources/Realtime/JsWebSocketAdapter.cs
T
2026-08-12 14:03:44 +03:00

313 lines
10 KiB
C#

#if UNITY_WEBGL && !UNITY_EDITOR
using System.Runtime.InteropServices;
#endif
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
namespace RudderSdk.Unity
{
/// <summary>
/// WebGL WebSocket adapter using JavaScript interop via DllImport("__Internal__").
/// Uses SendMessage callbacks from JS to route WebSocket events to Unity's main thread.
/// Only functional in WebGL builds; throws PlatformNotSupportedException elsewhere.
/// </summary>
public sealed class JsWebSocketAdapter : IWebSocketAdapter, IDisposable
{
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal__")]
private static extern void RudderWebSocketCreate(string gameObjectName, string url);
[DllImport("__Internal__")]
private static extern void RudderWebSocketSend(string gameObjectName, byte[] data, int length);
[DllImport("__Internal__")]
private static extern void RudderWebSocketClose(string gameObjectName);
#endif
private CancellationTokenSource _cts;
private readonly ConcurrentQueue<Action> _eventQueue = new();
private JsWebSocketBridge _bridge;
private TaskCompletionSource<bool> _connectionTcs;
private volatile bool _isConnected;
private volatile bool _isConnecting;
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 WebSocket.
/// </summary>
public event Action<Exception> ReceivedError;
/// <summary>
/// True when the WebSocket connection is open.
/// </summary>
public bool IsConnected => _isConnected;
/// <summary>
/// True while the WebSocket connection is being established.
/// </summary>
public bool IsConnecting => _isConnecting;
public JsWebSocketAdapter()
{
var go = new GameObject("JsWebSocketBridge");
UnityEngine.Object.DontDestroyOnLoad(go);
_bridge = go.AddComponent<JsWebSocketBridge>();
_bridge.Init(this);
}
/// <summary>
/// Connects to the specified WebSocket URI via the JavaScript WebSocket API.
/// </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>
/// <exception cref="PlatformNotSupportedException">Thrown when not running in WebGL.</exception>
public 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.");
#if UNITY_WEBGL && !UNITY_EDITOR
_isConnecting = true;
_cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
_connectionTcs = new TaskCompletionSource<bool>();
// Register cancellation (including timeout)
_cts.Token.Register(() =>
{
if (_connectionTcs?.TrySetException(
new TimeoutException($"WebSocket connection timed out after {timeoutSeconds} seconds.")) == true)
{
_isConnecting = false;
}
});
_cts.CancelAfter(TimeSpan.FromSeconds(timeoutSeconds));
RudderWebSocketCreate(_bridge.gameObject.name, uri.ToString());
return _connectionTcs.Task;
#else
// Not available outside WebGL builds; editor test uses NativeWebSocketAdapter.
return Task.FromException(new PlatformNotSupportedException(
"JsWebSocketAdapter is only supported on WebGL. Use NativeWebSocketAdapter for other platforms."));
#endif
}
/// <summary>
/// Gracefully closes the WebSocket connection via the JavaScript WebSocket API.
/// </summary>
public Task CloseAsync()
{
#if UNITY_WEBGL && !UNITY_EDITOR
RudderWebSocketClose(_bridge.gameObject.name);
#endif
_cts?.Cancel();
_isConnected = false;
_isConnecting = false;
EnqueueEvent(() => Closed?.Invoke());
return Task.CompletedTask;
}
/// <summary>
/// Sends binary data over the WebSocket via the JavaScript WebSocket API.
/// </summary>
public Task SendAsync(ArraySegment<byte> data, CancellationToken cancellationToken = default)
{
if (!_isConnected) return Task.CompletedTask;
#if UNITY_WEBGL && !UNITY_EDITOR
byte[] arr;
int offset;
int count;
if (data.Offset == 0 && data.Count == data.Array.Length)
{
arr = data.Array;
offset = 0;
count = data.Count;
}
else
{
// Copy to a contiguous buffer since DllImport needs a pinned array from offset 0
arr = new byte[data.Count];
System.Buffer.BlockCopy(data.Array, data.Offset, arr, 0, data.Count);
offset = 0;
count = data.Count;
}
RudderWebSocketSend(_bridge.gameObject.name, arr, count);
#endif
return Task.CompletedTask;
}
/// <summary>
/// Disposes the adapter, cleaning up the bridge GameObject.
/// </summary>
public void Dispose()
{
if (_disposed) return;
_disposed = true;
#if UNITY_WEBGL && !UNITY_EDITOR
RudderWebSocketClose(_bridge.gameObject.name);
#endif
_cts?.Cancel();
_cts?.Dispose();
if (_bridge != null && _bridge.gameObject != null)
{
UnityEngine.Object.Destroy(_bridge.gameObject);
}
}
/// <summary>
/// Called by JsWebSocketBridge when the JS WebSocket onopen fires.
/// </summary>
internal void HandleOpen()
{
_isConnected = true;
_isConnecting = false;
_connectionTcs?.TrySetResult(true);
}
/// <summary>
/// Called by JsWebSocketBridge when the JS WebSocket onclose fires.
/// </summary>
internal void HandleClose()
{
_isConnected = false;
_isConnecting = false;
_connectionTcs?.TrySetCanceled();
Closed?.Invoke();
}
/// Called by JsWebSocketBridge when the JS WebSocket onerror fires.
/// </summary>
internal void HandleError(string errorMessage)
{
_isConnecting = false;
_connectionTcs?.TrySetException(new Exception(errorMessage));
ReceivedError?.Invoke(new Exception(errorMessage));
}
/// Called by JsWebSocketBridge when binary message data is received.
/// </summary>
internal void HandleMessage(ArraySegment<byte> data)
{
Received?.Invoke(data);
}
internal void HandleMessageError(Exception ex)
{
ReceivedError?.Invoke(ex);
}
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 that receives SendMessage callbacks from the JavaScript WebSocket bridge
/// and dispatches events on the Unity main thread.
/// </summary>
internal class JsWebSocketBridge : MonoBehaviour
{
private JsWebSocketAdapter _adapter;
public void Init(JsWebSocketAdapter adapter)
{
_adapter = adapter;
}
/// <summary>
/// Called from JavaScript via SendMessage when the WebSocket connection opens.
/// </summary>
public void OnOpen(string _)
{
_adapter?.EnqueueEvent(() => _adapter?.HandleOpen());
}
/// <summary>
/// Called from JavaScript via SendMessage when binary data is received.
/// Data is base64-encoded by the JS bridge and decoded here.
/// </summary>
public void OnMessage(string base64Data)
{
if (string.IsNullOrEmpty(base64Data) || _adapter == null) return;
try
{
var data = Convert.FromBase64String(base64Data);
var segment = new ArraySegment<byte>(data);
_adapter.EnqueueEvent(() => _adapter.HandleMessage(segment));
}
catch (FormatException ex)
{
Debug.LogError($"JsWebSocketBridge: Failed to decode base64 message: {ex.Message}");
_adapter.EnqueueEvent(() => _adapter.HandleMessageError(ex));
}
}
/// <summary>
/// Called from JavaScript via SendMessage when the WebSocket connection closes.
/// </summary>
public void OnClose(string _)
{
_adapter?.EnqueueEvent(() => _adapter?.HandleClose());
}
/// <summary>
/// Called from JavaScript via SendMessage when a WebSocket error occurs.
/// </summary>
public void OnError(string error)
{
_adapter?.EnqueueEvent(() => _adapter?.HandleError(error ?? "Unknown WebSocket error"));
}
private void Update()
{
_adapter?.ProcessEvents();
}
private void OnDestroy()
{
_adapter?.Dispose();
_adapter = null;
}
}
}