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

234 lines
7.9 KiB
C#

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;
}
}
}