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WebSocketThread.cs
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142 lines (115 loc) · 4.71 KB
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using Godot;
using System;
using System.Text;
public class WebSocketThread : Node {
private WebSocketClient client = new WebSocketClient();
public bool IsPolling {get; set;}
private string wsUri;
private static NetworkedMultiplayerPeer.ConnectionStatus lastConnStatus;
// This signal is used to print out to the parent thread
[Signal]
public delegate string SignalSendMessage();
[Signal]
public delegate string SignalReturnStringPacket();
[Signal]
public delegate byte[] SignalReturnBytePacket();
// Constructor
public WebSocketThread(string uri) {
client.Connect("connection_established", this, nameof(SignalClientConnected));
client.Connect("connection_error", this, nameof(SignalClientError));
client.Connect("connection_closed", this, nameof(SignalClientClosed));
client.Connect("server_close_request", this, nameof(SignalServerCloseRequest));
client.Connect("data_received", this, nameof(SignalPacketReceived));
lastConnStatus = Godot.NetworkedMultiplayerPeer.ConnectionStatus.Disconnected;
wsUri = uri;
}
// signal callbacks
private void SignalClientConnected(string msg) {
EmitSignal(nameof(SignalSendMessage), "INFO: Client connected, connection status: " + msg);
}
private void SignalServerCloseRequest() {
EmitSignal(nameof(SignalSendMessage), "WARN: Closing connection by request of server");
StopThread();
}
private void SignalClientClosed(bool cleanClose) {
EmitSignal(nameof(SignalSendMessage), "INFO: Connection Closed.");
StopThread();
}
private void SignalClientError() {
EmitSignal(nameof(SignalSendMessage), "Warn: Connection error.");
StopThread();
}
public void StopThread() {
IsPolling = false;
}
private void SignalPacketReceived() {
Encoding toText = Encoding.UTF8;
byte[] packet;
try {
packet = client.GetPeer(1).GetPacket();
} catch (Exception e) {
EmitSignal(nameof(SignalSendMessage), String.Format("ERROR: Could not GetPacket(): {0}", e.ToString()));
return;
}
// not sure if this try is necessary, as WasStringPacket returns a bool
try {
if (client.GetPeer(1).WasStringPacket()) {
string msg;
msg = toText.GetString(packet);
EmitSignal(nameof(SignalReturnStringPacket), msg);
} else {
EmitSignal(nameof(SignalReturnBytePacket), packet);
}
} catch (Exception e) {
EmitSignal(nameof(SignalSendMessage), String.Format("ERROR: Couldn't tell type of packet: {0}", e.ToString()));
}
}
public void Init() {
Godot.NetworkedMultiplayerPeer.ConnectionStatus status;
var err = ConnectToWs();
if (err != Godot.Error.Ok) {
EmitSignal(nameof(SignalSendMessage), String.Format("ERROR: Init: {0} -- stopped", err));
return;
}
IsPolling = true;
while (IsPolling) {
//SignalSendMessage("wat");
try {
status = client.GetConnectionStatus();
} catch (Exception e) {
EmitSignal(nameof(SignalSendMessage),String.Format("ERROR: Unhandled exception when calling GetConnectionStatus(): {0}", e.ToString()));
EmitSignal(nameof(SignalSendMessage),"THREAD: OK EXITING");
StopThread();
break;
}
if (status != lastConnStatus) {
lastConnStatus = status;
EmitSignal(nameof(SignalSendMessage),"INFO: ConnectionStatus Change: " + Enum.GetName(typeof(WebSocketClient.ConnectionStatus), status));
}
try {
client.Poll();
} catch (Exception e) {
EmitSignal(nameof(SignalSendMessage),String.Format("ERROR: Exception polling ws: {0}", e.ToString()));
StopThread();
break;
}
}
EmitSignal(nameof(SignalSendMessage),"Stopped");
}
private Error ConnectToWs() {
Error connectErr;
IsPolling = true;
EmitSignal(nameof(SignalSendMessage),String.Format("INFO: Connecting to {0}", wsUri));
try {
connectErr = client.ConnectToUrl(wsUri, null, false);
} catch (Exception e) {
EmitSignal(nameof(SignalSendMessage),String.Format("ERROR: Could not connect to chat!: {0}", e.ToString()));
return Error.Failed;
}
if (connectErr != Error.Ok) {
EmitSignal(nameof(SignalSendMessage),"ERROR: Connection error: " + connectErr);
return connectErr;
}
return Error.Ok;
}
}