Ship authenticated remote transports in Unity package
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parent
c194bd4cc8
commit
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28 changed files with 309 additions and 53 deletions
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using System;
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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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namespace GameCult.Networking.WebSockets;
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internal static class CultNetWebSocketMessageIO
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{
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public static Task SendAsync(WebSocket socket, byte[] payload, CancellationToken cancellationToken) =>
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socket.SendAsync(new ArraySegment<byte>(payload), WebSocketMessageType.Binary, true, cancellationToken);
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public static async Task<byte[]?> ReceiveAsync(
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WebSocket socket,
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int maxMessageBytes,
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CancellationToken cancellationToken)
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{
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var segment = new byte[Math.Min(16 * 1024, maxMessageBytes)];
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using var message = new MemoryStream();
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while (true)
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{
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var result = await socket.ReceiveAsync(new ArraySegment<byte>(segment), cancellationToken)
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.ConfigureAwait(false);
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if (result.MessageType == WebSocketMessageType.Close) return null;
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if (result.MessageType != WebSocketMessageType.Binary)
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{
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await socket.CloseAsync(
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WebSocketCloseStatus.InvalidMessageType,
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"CultNet requires binary MessagePack WebSocket messages.",
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cancellationToken).ConfigureAwait(false);
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return null;
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}
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if (message.Length + result.Count > maxMessageBytes)
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{
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await socket.CloseAsync(
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WebSocketCloseStatus.MessageTooBig,
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"CultNet message exceeds the configured maximum.",
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cancellationToken).ConfigureAwait(false);
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return null;
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}
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message.Write(segment, 0, result.Count);
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if (result.EndOfMessage) return message.ToArray();
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}
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}
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}
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